2
AH Philosophy Part 110
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Copyright 1985
ft has been a while since the designers/
developers here at The Avalon Hill Game Com¬
pany let the readership peer over their shoulders,
so I pestered them until they finally jotted down
some random thoughts on works in progress. All
are involved in original design at this point in time,
so it may be some time before the following
games actually appear. However, as an appetizer,
here's a glance at the menu for next year.
Looking back at the bit of puffery I pounded out
last year (VoL 21, No. U I found to my horror that
I couldn't just copy it verbatim as two of the four
projects I FIREPOWER and 'Thunder in the
East' —since retitled RUSSIAN FRONT) had
RETURN TO THE FRONT
A Look at the Scenarios
SERIES REPLAY
BANZAI „ Scenario R
PACIFIC DREAMS
Considerations for FLAT TOP
TORPEDO JUNCTION
New Pacific Scenarios for SUBMARINE
THE QUALITY POINT SYSTEM
The Last Word in Game Popularity
T.K.O. IN TWO
An American Strategy for VITP
THE AIRPOWER SYSTEM
Understanding Land-Based Air Assets
actually been published. The other two projects
mentioned are still in the works for "up in the air"
depending on your point of view). To them have
beenaddeda few other projects to keep me from
sleeping nights:
STURMOVIK* the final gamette of the AIR
FORCE series, should be out by the end of 1985.
The biggest obstacle here is just clearing the in¬
credible amount of Art Department time that is
required to finish 60 of those multi-colored Data
Cards*
13
By J. Burnett, R, Whaley, R. Martin
25
By Fred Helfferich
31
By Robert Harmon
33
By Dan Ryan
35
By Philip Hanson & Bob Schroeder
39
By James Werbaneth
3
mFRONT
On 22 June 1941 the Blitzkrieg was unleashed on the Soviet
Union, Initial operations engulfed the entire front, and by late
in the year the German forces had overrun the Ukraine and were
at the gates of Moscow and Leningrad, The onset of severe
winter weather and Soviet counterattacks and defensive
measures finally halted these drives and even regained some
ground. But the year 1942 saw a renewed Axis offensive drive
all the way to Stalingrad, only to be surrounded and destroyed
there by another Soviet winter counteroffensive In 1943 the
weakened German forces were repulsed at Kursk and suffered
the onset of the "Russian Steam roller" offensives that, during
the next ye ana nd-a-half, drove the Axis forces from the soil of
Mother Russia.
RUSSIAN FRONT is the new Avalon Hill Game Company
release that re-creates the ebb and flow to the largest, longest
and most costly military campaign of World War 11 The game
covers the entire vast theater of operations and the massive
forces employed by the Soviet Union and by Nazi Germany and
her allies. The four-page Basic Rules allow players to quickly start
playing the game and mastering the unique system, The Ad¬
vanced and Optional rules then allow skilled players to choose
the levels of complexity and detail they prefer.
RUSSIAN FRONT is available now for $23,00 from The Avalon
Hill Game Company, 4517 Harford Road, Baltimore, Maryland
21214. Please add 10% for shipping and handling to payment
(20% for Canadian orders or 30% for overseas orders), Maryland
residents please add 5% state sales tax.
Alternate Scenarios: Games can be played that start in June
1942, or in 1943.
Unique Combat System: Combat occurs within a hex. units take
incremental losses, and battles can require more than one round
for resolution.
Land, Air and Sea: Units are included for and battles occur in
all combat environments.
Blitzkrieg: Armor units may break through defensive fronts to
drive deep into enemy territory.
Variable Endings: End any scenario at the conclusion of a six-
month period or continue to the end of the war using one simple
set of victory conditions for all regardless of length.
m [#]*
7 5 G
4
Russian Infantry squads at task revealed German positions. Strategic and Tactical Maps are shown FULL SHE,
It was quiet under the blistering Russian sun except for the rumble of gunfire off through the hills. Through
his binoculars, the Soviet lieutenant could see the road leading into the dacha. The hedge blocked his view of
most of the ground, and nothing could be seen moving among the second story windows. His orders were to
take his squads and three 134 /76 tanks in and occupy the abandoned country house.
From the wheatfields of Russia to the hedgerows of northern
France, this Is the world of Under Fire, the game of tactical
World War n combat. Commanding an array of armor, infantry
and support guns, take your men Into the razors edge of
combat.
The lieutenant stood up and waved his arm in a circle.
Around him arose fifty men who deployed in a line. Silently,
they passed through the cool woods toward the hedge, their
eyes scanning the windows, their fingers calmly resting on
the trigger guards of their rifles.
Men and weapons from the United States, Germany and the
Soviet Union are represented. The map Is a topographic re¬
creation of the ground they fought over, shown in three dif¬
ferent scales. Choose the situational map for the strategic flow
of battle, or the tactical screen that shows the terrain In
amazing detail.
They were 30 meters from the hedge when the land exploded
In smoke and flame. A machine-gun nest spoke from a window,
sending the patrol to the earth. The hissing rocket from a
pauserfaust caused one of the tanks to explode. Its crew bail¬
ing out of ail hatches. Two Panther tanks moved out from
under their cover. The lieutenant ran forward In a crouch,
waving to the squads that were not pinned under fire to follow.
Front line combat Is never predictable. Hidden units can
appear out of nowhere, attack and vanish again. If caught In
the open, a green squad can break and suffer horrendous
casualties, while veterans rush for cover. In Under lire, squads
are rated for morale and training. The computer handles all
line-of-sight problems, and can direct the fire of your units
If you wish. Without the complexities of figuring odds and
terrain charts, finding the proper strategy depends upon
instinct and experience. AH of the uncertainties of combat are
present.
The lieutenant and his patrol moved swiftly and methodi¬
cally through the woods. One of the T34 r § entered the yard and
was trading shots with the Panther, A German squad was
suddenly flushed from their hidden position and was cut down
by the tank’s machine gun.
Under Fire, lets you begin play immediately! All orders are
entered using simple keyboard or Joystick commands, and
there is a helpful tutorial in the rulebook to take you step-by-
step into your first battle.
The nine scenarios range from open-field firef ights to house-
to-house conflict. Each scenario can be different when you
change the ten variables, including nationality, skill level and
victory conditions.
Computer Requirements:
Apple® II family of computers (H+ T lie, or He). 64K.
One disk drive.
Joystick required for II-K optional for He and He.
Mocklngboard™ optional.
TIME SCALE: varies.
MAP SCALE: From 13 meters /position to 73 meters.
UNIT SCALE: infantry squad, individual tanks, guns.
PLAYERS: One or two; recommended for team play.
PLAYING TIME: From 10 minutes for a two-squad
battle to five hours for ZZ -squad flrefight.
COMPLEXITY: High.
SOLITAIRE SUITABILTY: Very high.
Under Fire Js The Avalon Hill Game Company's trademark for its
Microcomputer Game of World War n Infantry Combat
A Wargame Construction Setl
Design your own maps and scenarios. It’s easy with Under Mrs. The
Mapmaker disk can recreate the bocage of Normandy, the Russian
steppes and the final assault on Berlin! Design the order of battle to
emphasize infantry, armor or a mixture of the two. Choose among
other factors, the weather, map scale, general orders and victory con¬
ditions. Order a squad to attack or defend terrain, destroy the enemy,
delay the advance or break out of the pocket. Finally, save your own
scenarios to disk and they'll be ready to play anytime (the computer
is alwaye willing to play).
Kerens what you get;
* Three disks: containing the game, a roster of German, Russian
and American infantry and tanks, and nine scenarios. The Mapmaker
disk helps you create maps for your own scenarios.
* An extensive rulebook, containing all the rules, tactical notes,
a tutorial to start you on your first scenario right away, and an Index
of screen commands.
microcomputer gomes division
The Avalon Hill Game Company
4517 HARFORD ROAD, BALTIMORE, MD 21214
(301) 254-9200
$ 59.95
For ordering Information, call
TOLL FREE 1-800-638-9292
♦Trademark of Apple Computers.
s
PT:45
KIA:S
mm
#23 PVT YUMANA CCV:4/4
Grenade Launcher: [*4-6J
#3 PFCYOBUBA CCV:6/4
L ight Ma c hinegun: X5-6
RETURN TO THE FRONT
A Look at the Scenarios of UP FRONT and BANZAI
By James Burnett and Ron Whaley
BANZAI is the first expansion gamette in the VP
FRONT system. The addition of more nationalities
to the system is accompanied by a larger variety of
scenarios. The following article is intended to build
upon the commentary found in The GENERAL (Vol.
21, No. 1) a year ago. First we will consider the
added nationalities and rules.
JAPANESE
As Don Greenwood said in an earlier article in
these pages ("Playing Your Cards UpFront"), the
Japanese are an interesting nationality to play. The
four-card hand might seem a severe limitation to
someone who hasn't studied the Japanese in some
depth, or seen them in action. Actually, that four-
card hand often plays as if they were five or six.
One of the reasons is that the Japanese rarely have
to keep a Cower card in then hand for more than
one turn. The free discard of such cards takes care
of this. Secondly, if their only actions consist of
movement, they may still discard unwanted cards
in that turn. It's not unusual for the Japanese player
to use all four cards in his hand in one turn. This
being the case, he rarely has a card in his hand that
he doesn't want for any length of time.
Since the Japanese use the Russian split-action
cards, they have the best Movement and Conceal¬
ment capabilities in the game. They are penalized,
however, in the areas of Smoke and Rally cards.
The Japanese squad enjoys high integrity. They
have the highest morale values of any nationality,
and the squad itself does not break until the casualty
toll reaches 75%. That makes them very tough
opponents with great slaying power. Many times
they will be able to stay in a game—or even win
it—because of this fortitude.
Infiltration is easier for the Japanese than for any
other nationality and they have higher Close Com¬
bat values. Both attributes are very helpful for the
close-in fighting in which they naturally try to
involve themselves.
The rest of the ledger is not as pleasant for the
Japanese. They must be at relative Range 2 or better
to mount any significant fire attacks. Their
opponents, the US and British, can commence fire
at Range 1. The Japanese will rarely get off the first
shot. Nor can they expect to enjoy any other ad¬
vantages at closer ranges except sheer numbers. The
lack of a machine pistol cuts down on their Range
5 firepower.
Their weaponry is, without a doubt, the worst in
the system. As depicted, the rifles have poor range
and are slightly harder to repair. The Medium
Machine Gun, Grenade Launcher, and Anti-Tank
Rifle have worse To Hit and firepower numbers than
their equivalents in other nationalities. The MMG
and ATR are heavy weapons and require two men
to move; the ATR is the only one in the system
which requires a crewman. The Japanese have no
Semi-Automatic Rifle and their Machine Pistol is
effectively non-existent. The Guns are less effec¬
tive against armor than others. The only weapon
which approaches respectability is the Light
Machine Gun. Its firepower is as good as the Brit¬
ish and better than the American BAR, it mounts
a bayonet, and it does not require a crewman.
The most unique characteristic of the Japanese is
the Banzai tactic. It confers an automatic rally and
automatic Close Combat entry on any group with
a Squad Leader or Assistant Squad Leader, All that
is required is a single Movement card. These ad¬
vantages do not come without grave risks, A Banzai
attack is committed to Close Combat to the finish.
While approaching the enemy group, the attackers
are very vunerable to fire. The attack is, therefore,
usually decisive in a game. Either the attackers or
the defenders are completely annihilated, often
terminating the game. Who will be the eventual
winner, however, is rarely predictable in these
circumstances.
The Banzai tactic is therefore a two-edged sword
that is not to be casually wielded. Success requires
a subtle combination of the right situation, timing,
and luck. Of course, if the game situation is such
that the Japanese player expects defeat anyway, it
should be employed. There are other possibilities,
however. Suppose, for instance, that the Japanese
have just managed to pin a number of personnel,
including the SL, in an opposing British group at
RR5, In his turn, the British player pins some of
the Japanese with fire from another group, but takes
no other action. Obviously, the British player has
no Rally cards and can't draw any because his hand
capacity is currently reduced to four cards. The
Japanese player's hand contains a Movement card,
but no Rally or useable Fire cards. He may also be
down one card in hand (to three). If a Banzai attack
is declared, the Japanese rally and can take on the
pinned group next turn with both hands even at four.
Obviously, this is a contrived situation which doesn't
happen in every game; but when it does occur, one
should recognize the possibilities present.
In summary, it isn’t difficult to predict what the
Japanese player will do in most scenarios. His ad¬
vantage lies in moving to close the range as quickly
as possible, and utilizing the infiltration and Close
Combat capabilities to good effect. He can often do
this well because of the integrity and high morale
of the squad. The Japanese will be tough and
determined opponents if played correctly, and
should not be taken lightly.
BRITISH
The British hand is an amalgam of US and
German, One card poorer than the US and less flex¬
ible than the German since there is no opportunity
to play and discard; there is, however the advan¬
tage of using the split actions of both, giving less
Cower than the Americans and more Smoke than
the Germans. The overriding advantage is their
unique increase in firepower. Being able to use a
card one higher than the available firepower factors
is more of an advantage than it seems, especially
for small groups. The graph in Figure 1 shows this
as a percent of increase in actual fire effects. The
graph plots the firepower factors of a group versus
its increase in expected fire strength. This is derived
by multiplying the number of useable cards (for
single card fire only) times the average fire strength
of those cards and comparing the British fire strength
with that of all others. Even for normal size groups
at long range, this represents an almost 50% gain
and it never drops below 10%,
In weapon comparison, especially with their main
foe, the Germans, the British usually come out just
slightly behind. For the LMG, the British has just
slightly lesser effect at long ranges but greater at
short ranges (we are adding in the extra rifle fire
available because the British LMG does not require
a crew member, and the extra British firepower ad¬
vantage). This is mitigated by the possibility—
although slight—of the Black RNC Hero card show¬
ing up. All in all, an equivalent weapon, since the
ability to do without a crew is worth more than it
6
FIREPOWER FACTORS
may seem. The MMG lacks these advantages, how¬
ever, but it does have equal firepower across the
board (due again to the plus one firepower). The
Mortar and ATR are both less accurate than the
German, but the Flamethrower is equivalent.
In anti-tank weapons, the British player also
comes off second best. The FIAT requires no crew,
a plus, but has less punch than the Panzerschreck
and is more likely to break (but easier to repair).
There is no weapon similar to the Panzerfaust, just f
as the infantry has no assault rifle. The AT guns
do have more armor piercing ability than their
German counterparts (2 lb. only), but no signifi¬
cant HE capabilities.
All in all, the British will require more skill in
handling than their opponents, but the volume of
fire they are able to exert should more than make
up for the other deficiencies if used correctly.
MARINES
The Marines added to the US capability in
BANZAI are essentially the same as the regular US
forces. The two new leader cards (#42 and #43) are
the equivalent in morale of #13 and #20; identical
except they must use bolt action rifles. Smith,
Watson, and Crain (numbers 6, 10, and 24) receive
a morale boost to two for being Marines if their
cards are used, The big difference is the availability
of three BARs in scenarios N, P, Q , V, W and X—
greatly enhancing the firepower of US forces. This
occasionally will be less of a benefit than it may
seem, since it forces the US player to separate the
BARs, thus requiring three groups—a disadvantage
if only two were considered optimal for a game.
The Marines, then, are no better nor worse per se
than that regular US army troops, just different. . .
so adding another dimension to the game.
JUNGLE
Jungle terrain is for the most part the friend of
the defender. The high defense values (conceivably
with a —3 for Jungle, ^3 Concealed, —2 for
Smoke and an entrenchment) help both players. But
any lessened ability to cause casualties is always a
boon to the defender, who usually wants to get
through the deck as quickly as possible. For the
attacker, ease of advance from good terrain and in¬
creased chances for infiltration are balanced by the
inability to refuse Marsh. We would suggest a
modification to Rule 47.4 in that die play of a Marsh
on these groups results in an automatic refusal with
the inherent penalties to the movement status,
SCENARIOS
The BANZAI scenarios covered below include all
those available in the gamette except the Patrol
—type engagements (A, M and N) covered so
thoroughly in Vol. 21, No. 1, Each scenario is
coupled with its counterpart in UP FRONT , Other
scenarios not included in either of these categories
are also covered.
The following hints and suggestions are based on
the experiences of our group. As usual, your own
may have been different. The UP FRONT game
system places most of its importance on the ability
to do the best with what is dealt in rapidly chang¬
ing circumstances. Knowledge of your opponent's
characteristics and insight into when to act and when
to bluff are just as important as tactics. In general,
success will come to those players best prepared in
the most areas. Experience is undoubtably the best
teacher. This said, let us share our experience , , .
PILLBOX: Scenario C
This scenario features a charge against a strongly
prepared position. We have previously proposed in
these pages (Vol. 21, No, 4) a modification to the
start which requires the defender to set up first. This
alleviates a few problems and more accurately
reflects the normal status of a positional defense.
Even with the above suggestion, the job for the
attacker is still tough, but not impossible. Since the
probable defense set-up is a small group in "A",
the Pillbox in <4 B” (possibly containing the MMG)
and a large group in ”C”, the attacker has two
choices. The Pillbox can be assaulted directly or
the squad can be broken with an attack on "C'\
If the MMG is in the Pillbox, it is perhaps best to
go for the break of the squad with a flanking attack
on “C # \ If t4 C M seems to have the MMG and other
superior firepower, an attack against the Pillbox
through "A" is a viable alternative. In any case,
you definitely need a fire group and an assault
group. The long-range weapons will have to be used
successfully before any dose-range movement can
be attempted. At the least, you shouldn't expose
troops for any length of time without Smoke or Con-
eealment cards, good terrain to move from and/or
to and, if possible, a Rally card just to cover any
accidents.
Beginning the game with just two groups in “A”
and (fire and assault) may sound like a good
idea, but they will have to move laterally if you are
to have a go at “C”, It must be remembered that
the defender has full terrain privileges and can dump
the dreaded Marsh and Minefield cards on you at
any time. If you wish to attempt to break the squad
then, a two-man throw-away group must be put in
"A" to allow you to place your firepower in ”B”
and your assaulters in “C”. Fora frontal attack on
the Pillbox, the fire group in ”B” and the rest in
“A” will work.
There is a good chance that the defender will try
to transfer the MMG to whichever of his groups
is threatened. If possible, your firebase should have
a Fire card available to prevent this. Remember that
for someone to enter the Pillbox, someone else must
exit. Fire on any one of these at a 4-2 modifier can
ruin your opponent's whole scheme. If you advance
on S *C”, the defender may pull back to RR — 1.
If you charge the Pillbox, he may conversely try
to move up one range. Try to pin him as he moves.
Advance after reaching RR 3 will have to be very
deliberate, but you must eventually dose to make
use of the FT and DC. Even if you are attempting
to win by M squad break”, maintain at least a threat
against the Pillbox. If you are facing the Japanese,
destruction of the Pi llbox may well be the only way
possible for a win. This destruction should not
depend on the DC, but this weapon can provide an
edge to pin the group inside before finishing them
off with the FT. A flank attack from “A” wiU prove
most effective. Just wait for more than one Fire card
to really boost the fire strength.
Although the Pillbox in this scenario is very strong
defensive terrain and is certainly welcomed by the
defender, it does not come without some liabilities
attendant. It must be placed in group "B”, effec¬
tively splitting the defending forces on either side
of it. The **C” position cannot be left unused, be¬
cause no defense against flanking movements could
be mounted from or “B” without slow in¬
dividual transfers. Group “B” cannot move any¬
where by itself without abandoning the Pillbox and
automatically losing the game. Group "A 1 * cannot
move around to get to “C”. This simply means
that you must stretch your squad into three groups
to cover your flank.
For those defenders fortunate enough to be
equipped with a MMG, the obvious question dur¬
ing set-up is where to put it. It would be well pro-
7
tected in the Pillbox. However, because only three
men can be stationed there, a large fire group can-
not be formed around this weapon. Greater fire
values can be obtained in other groups, although
at a greater risk to the MMG.
The attacker's set-up has great bearing on this
daemon (but not if the defender sets up first as men'
boned above). If his forces are arrayed in such a
way as to facilitate flanking movements, then the
MMG should be placed in Group M C" to counter
those. If, however, a frontal assault appears in the
offing, the weapon may be better placed in "B’\
If the defender is required to set up first, then a pos¬
sible Japanese beginning is 5-3-5 with the MMG
in “B".
Against the Japanese, American and British
defenders should use a 2-2-3 or 2-2-4, respectively.
The MMG is placed in group “B”, and the other
two-man group transfers a man to the Pillbox as the
scenario begins. Against the Germans, the
Americans don't even have a MG to place any¬
where. They should employ a 3-2-5 set-up with the
BAR outside the Pillbox. The Germans must make
do with a LMG, They should use a 2-3-3 set-up and
use individual transfer to change it to a 1-3-4 or even
a 0-3-5. Against the Russians, they not only face
the usual equipment for attackers in this scenario
but another MMG. This makes the German wish
to hide as many valuable assets as possible in the
Pillbox. The Russians defend with a LMG, also.
Their set-up is probably best at 4-3-6.
There is very little mystery concerning the course
of events in this scenario. The attacker will advance
cautiously, hoping to withstand fire attacks, and at¬
tempt to break the squad or crack the Pillbox with
the DC or FT. The defender should use Wire,
Stream, Marsh and Sniper cards to slow the advance
while accumulating good Fire cards. The defender
is also blessed with another very excellent card, the
Minefield. Not only does this card cause delay, but
it also attacks the group it is discarded on. A par¬
ticularly nasty German tactic is to pin some mem¬
bers of an attacking group with fire and then discard
the Minefield on them. This usually results in some
KiAs and Routs and should delay the advance of
this group for some time. Priority targets for fire
and discards are the men with the DC and FT.
As for the strengths or weaknesses of the various
nationalities when on defense, ihe Japanese are the
hardest to break and do have i ' IMG, but their en¬
hanced mobility is of no real help here and con¬
sequently their hand can seem to shrink at times.
The Americans and British have the MMG against
the Japanese. The American hand of six cards should
help them accumulate Fire and delaying Terrain
cards; the British will have to rely on their firepower
bonus. The ability to act and discard will certainly
aid the Germans, but they will find their squad to
be very small. The Russians do have a large squad,
but they are again hurt by the small hand.
EVACUATION: Scenario P
The evacuation scenario is of inherent interest be¬
cause of its dual nature—allowing a win to be ob¬
tained in differing ways for different sides. This
makes the early game choices crucial to success.
The scenario also is of interest because the sides
start at other than relative Range 0, giving an ad¬
vantage to the side that is best prepared at the start.
At first glance, this scenario would appear to be
a variation of the “Meeting of Patrols". It might
be better for the attacker if it were only that. The
defender, however, can elect to begin retreating in
an attempt to get two wounded men to RR 0 for an
automatic win. If he chooses that option, he will
leave a rear guard behind to slow the attack. A
paucity of Movement cards at the wrong time could
spell disaster. Fortunately, such a tactic by your
opponent is not without great risk, because he leaves
the door open for your advance to RR 5 and the
win—if you can just manage to. maintain contact with
his retreating groups.
Although the defender can attempt to win this way
at any time, his best chance will be at the start of
the game. The attacker will find himself still a long
way from RR 5 and may not have had the time to
acquire Movement cards of disadvantageous terrain
cards with which to slow the retreat. A way for the
attacker to discourage this tactic is to place a two-
man group in “D” position, poised to maintain con¬
tact by advancing rapidly on the flank while the other
groups deal with any obstacles in their way. The
Russians and the Japanese should definitely plan on
this tactic since they not only have plenty of man¬
power, but also plenty of Movement cards and a
lack of long-range firepower. The rest of the attack¬
ing groups should consist of the usual small group
in “A", a fire group in "B'\ and an advance group
in “C".
During play, the attacker must advance with some
caution. Ideally, a Movement card (preferably a
Ford) should be kept in the hand to deal with emer¬
gencies such as Stream and Wire, Should a Stream,
Marsh, or Wire card happen to come your way, it
should be held to be played at an opportune time
in catching the defender during a move where he
can ill afford to be caught in the open.
No nationality has a dominating advantage in this
scenario. The Russians and Japanese have the ad¬
vantage of movement and manpower as usual, but
the small hand makes it difficult to store enough
cards to plan for any emergency. The British will
have a very tough time chasing the Japanese and
can only hope to slow him down with firepower.
The American hand size will have to cover their own
handicaps. At least they will be able to work with
some plan in mind. The Germans may find the
Russians a bit much to handle, but the ability to act
and discard should hold them in good stead if the
right terrain cards come their way.
The defender should realize that he has three ways
to win Breaking an opponent’s squad is one obvious
way, but this is a choice based on ongoing game
conditions and in this scenario should not be an
actual pan of the game plan. Whether to go for the
win by standing fast or retreating is a decision which
must be made earlier in the game, however. A three-
group set-up is recommended. Since at least three
are required, this is a minimum. Four groups will
merely add one man to the wound list and require
more cards to organize a successful escape. Base
a defensive group in "B" consisting of half of your
force with the LMG, This will give an adequate fire-
base. Split the rest of the squad with two in “A”
and the remainder in “C" to guard against a flank
attack.
Now to decide how to proceed. Remember that
(1) you don't need a red RNC move card for retreat
until you reach Range Chit 0; (2) opposing groups
“A" and are already at RR 1 to each other;
and (3) wounds will not become fatal due to an end
of deck draw. Nationalities also play a part in the
decision making process. The Soviet and Japanese
players both have plenty of Movement cards with
which to organize a retreat. They even have a pos¬
sibility of winning in three turns if all goes perfectly.
They should start with the idea, at least, of win in
this manner. Terrain received on the deal should
have been allotted to “A" and "C". All other
nationalities have better fire than movement pos¬
sibilities and should therefore, give "B“ as much
advantage as possible at the start and prepare to
defend with fire. Groups “A" and "C 11 should plan
to fall back to Range Chit 0 anyway. This may force
the attacker to move in response, to his detriment.
This is always of value if the Russians or Japanese
are the attackers. At RR 1 their firepower is
minimal.
The game will, then, revolve about group “B".
These are the men who will put out the fire that will
either discourage the enemy or allow “A" and “C"
to escape. If the LMG owner is wounded, swap his
weapon with the crewman (too bad US and British)
immediately. This group must fire each time pos¬
sible at the best target, giving priority to moving
groups. Try to save a Rally card for them as they
will probably be a target as well. The attacker will
rarefy win a game in which is /nfacr.
The defender, then, should operate from a posi¬
tion of threatening to win in whichever mode the
attacker is not covering. If the attacker is forced to
shuttle back and forth between victory threats, the
defender can force his hand to either commit to his
own destruction or run out of time.
DELAYING ACTION: Scenarios D/Q
In this scenario, the defender is trading space for
time and the attacker is under pressure to advance
as fast as possible.
The attacker in this scenario should realize that
he is in a race with his opponent and is already be¬
hind, Combat is merely a means of slowing down
the enemy in this race. Although the defender may
use only those Movement cards with red RNCs to
retreat away from you, there are quite a few of them
in the deck; and he can employ Stream, Wire, and
Sniper cards to confound your efforts to catch him.
Unfortunately, those same cards are not available
to the attacker.
So, aside from removing the movement cards with
red RNCs from the deck when your opponent isn't
looking, how does the attacker respond to this
challenge? The most important soldier he owns has
the mortar. This man should be a part of a two- or
three-man (Russian and Japanese) group which will
not plan to move for the entire game. Their job is
to lob shells onto the defender's groups in hopes
of a pin. Oddly enough, pinning two groups instead
of killing one is better in this scenario, at least until
the squad is near its breaking point. If you can keep
pinning men, the defender will be forced to slow
down to rally them and will have no place to use
his Fire cards, thus keeping more cards in the deck.
The third man in this crew is there in case a Sniper
attack should happen to kill one of the others (the
Japanese and Russians can always afford the extra
man anyway). This group need not move because
it is always at RR 0 to the defender’s groups
anyway.
The other squad members you have should be
formed into two groups. Any larger number of
groups requires too many Movement cards to keep
them all in the chase. Whenever possible, con¬
centrate long-range weapons such as LMGs and
BARs in one of the groups to increase the chances
of hitting your opponent from a distance. Unfor¬
tunately, this is not possible for the US under the
new BAR Concentration rules.
The main activity of these two groups will be to
move—quickly, They cannot afford to proceed care¬
fully. They must move whether or not terrain is
available, and they must be prepared to leave be¬
hind pinned men if necessary (i.e., no Rally cards
available but good movement and terrain pos¬
sibilities). They shouldn't even make a stop to fire
until they have closed the range enough to have a
good chance of pinning someone. All this does not
change until reaching RR 3, at which time they can
plan on more firing and more cautious advancing.
The attacker doesn't have to kill anyone to win
the scenario. He can win by getting to RR 5 in good
terrain. Therefore, a pin is as good as a kill early
in the game. If you pin a group, use that opportu¬
nity to move or fire on the other group, depending
upon your hand.
The Japanese seem best suited for this scenario.
They are the most mobile nationality. They have
higher morale, and can afford to leave behind more
pinned men than anyone else. However, they do
suffer from poor long-range firepower. They have
the Banzai tactic. If a substantial number of per¬
sonnel are pinned and cannot be left behind, and
8
there are no Rally cards, a Banzai attack can be very
useful if the opposing group is not too far away.
Suddenly, all those pinned men are available again.
And, if the enemy group being attacked continues
the retreat, the Banzai can be cancelled.
The US has lower morale and fewer Movement
cards; but offsetting that is a larger hand, better fire¬
power at long range, and a very good mortar. The
British must rely on their firepower bonus to com*
pensate for their relatively small squad. The German
can always discard and has good To Hit numbers
for his mortar, A lack of Movement cards with too
much junk in his hand would be his downfall. The
Russians also have good movement and discard
capabilities, but poor firepower and thus must act
somewhat like a Japanese without the Banzai,
The defender in the Delaying Action must take
careful note of the capabilities and victory condi¬
tions bestowed by the scenario. All the attacker must
do is attain RR 5. The defense must both survive
his breaking point and stay out of harm’s way. He
has only to use the cards allotted to him to slow the
attacker's advance. He should set up entrenched if
at all possible.
The defense set-up will consist of two groups,
with some of the rifles and the LMG in one and
everyone else in the other. These groups should be
of the same size so if one is totally destroyed, you
will still be able to win with the other intact. Retreat
must be done in an orderly fashion: first the LMG
group, and then the other. Covering fire should be
maintained at all times. Snipers could be played
against the mortar group and all the detrimental
terrain cards reserved for the attacker's point group.
Since movement is dependent on red RNC cards,
it should be planned carefully. You do not have to
move immediately upon drawing such a card. The
attacker may be allowed to close the range some¬
what. Since his mortar will probably stay at RR 0,
you need only move on its account to break acqui¬
sition. You may wish to allow another group to
move as close as RR 3 if you have retained a good
Fire card and are in beneficial terrain, A good pin¬
ning shot here could allow you to then move back
to RR 2 and set up again in terrain while he is rally¬
ing his group. This process can be repeated as long
as you have the cards to do so. Remember, however,
that you only have half of the available Movement
cards which qualify for retreating motion. Use them
wisely.
Particularly effective nationalities on the defense
in this scenario are the Russians and Japanese be¬
cause of their large number of both Movement cards
and men. If need be, either one of these can afford
at times to leave behind a pinned man if the retreat
might otherwise be compromised. The Germans are
also effective in this scenario because they can act
and discard. It is disheartening to an attacker to be
pinned by fire, see another group move farther
away, and have a Sniper taking pot-shots at their
mortar at the same time.
Balance is the key for the defender. Retreating
evenly away, using fire to upset the attacker's plans,
with a good set of discards will win the game.
PARATROOP DROP: Scenario R
This scenario will depend heavily on the initial
set-up given to the attacker and the cards dealt; but
it is almost always exciting and, due to the possi¬
bility of early short-range combat, is quite often
short in length.
The attacker in the Paradrop must set up for the
odds and hope for a bit of luck. The initial set-up
for the US and USSR is relatively easy (2-2-4-4 and
3-4-4-4). For the British and German, things do not
look so well . Both of these are probably best served
by placing four men with machine pistols (one a
leader) in one group and leaving three other groups
with two men each. For the German, this means
that the LMG will be left in a group alone with only
its own fire available. If the even chance of draw¬
ing the large group for li B" or “C” occurs, then
at least a good threatening position can be estab¬
lished, If the Range Chit chosen by the defender
is high, a large volume of firepower can be brought
to bear; if low, you will have a group that must use
movement to close range anyway. Even if a 2-2-3-3
start is chosen for these nationalities, the attacker
should plan in all cases to set up in fire groups dis¬
tinguished by long and short-range fire capabilities.
This will at least put a small burden on the defender
when he chooses the range chits for each group.
The four-man group theory makes sense when
considering the victory conditions. The position at
Range Chit 3 is also important. If one four-man
group can get to this chit, a win can be obtained
by a single man transfer from any other group
adjacent at the same range. In this regard, a Gully
card should be retained (if drawn) for one of those
groups to duck in to. The long-range fire groups
can be set to fire against a defender who will prob¬
ably choose to advance if for no other reason than
to thwart victory with infiltration.
Two other points need to be considered. First is
the advantage of being Elite, This allows an
action/discard turn which can be very valuable if
the defender does try to advance. It also helps to
alleviate the possibility of Hanking fire—which the
defender is prone to try if for or no other reason
than he has those excess Movement cards. Another
is the possibility of getting Woods on the deal. The
chance for error here is large if played upon set-up
but the decision should be made according to the
overall situation (all other groups at Range Chit I
or less); there is a case to be made for starting a
two-man group of LMG and crew in Woods. If both
are Morale 4 men, this leaves them a 65% chance
to go totally unharmed and then to be able to bring
a decent amount of fire on the defender. Remem¬
ber that, to protect his flank, he will probably have
set up in three groups, thus lessening his own avail¬
able fire strength. Needless to say, you can expect
your opponent to discard the Woods card if he has
other terrain to use and he can catch your largest
group at long range. In general, however, you will
be better off to retain this card for the first move;
you'll need a good place to hide.
After the beginning, tactics will revert to that of
patrol type scenarios, except that Fire cards will be
more valuable due to the inevitable close ranges.
The victory conditions after this are easier on the
attacker since he must but get to Range Chit 3 to
establish his position for a win. This assumes he
survives the start; the most important portion of this
scenario.
The defender in this scenario can dramatically in¬
fluence his fortunes during set-up. Indeed, draw¬
ing and placing range chits is the most important
single activity the defender will perform. Devising
a strategy for this placement is not difficult. There
are three rules or guidelines to follow. First, place
low numbered range chits (0/ — 1, and 0/1) on strong
or large (four-man) groups. Second, place high
numbered chits (2/3 and 4/5) on weak or small
groups. Finally, never place chits so that two adja¬
cent groups can be at the same range if that range
is 2 or greater.
Of course, fate will intervene and it may be
difficult to follow these simple guidelines exactly.
After all, a particularly unlucky defender could draw
both 2/3 and 4/5 chits. The idea, however, is to
maximize the amount of movement the paratroop
player will need to assemble a five-man group and
get it to the ranges specified in the victory con¬
ditions, and to isolate and quickly eliminate small
or weak groups before the attacker can get his other
groups into supporting positions.
The defender must form three groups, because
the paratroop player's four groups could too easily
flank a two-group squad. A fire group should be
formed about the LMG or BAR in the ll B" posi¬
tion. This is most centrally located for firing at all
opposing groups. Most of the personnel with high
morale values should form ingroup **€”> They will
be best suited to maneuver and counter any flank¬
ing attempts. They can also move to a position to
infiltrate opposing groups in “B”, l *C” or “D’\
Group '*A" consists of what is left over, usually
low morale personnel. Although the main purpose
of this group is to take up space, it should not be
overlooked. In the wild fire fight and melee which
is to follow, it may be able to perform several
valuable functions. Any actions made by this group
will also allow the attacker to move more cards
through his hand. Defensive group formations by
nationality should look something like this;
American 2-5-5, British 2-4-4, German 2-4-4,
Japanese 4-5-4, and Russian 4-6-5.
If the defender is dealt any Woods terrain cards,
he has the opportunity of placing them on one of
the paratroop groups in hopes of wounding a man
upon landing. He would probably be better served
to keep it and shelter his own group. The higher
morale of the paratroop squad should prevent
wounding of any significant number of men. On the
other hand. Woods terrain could be very useful to
the defender's groups as they move forward or
attempt infiltration. About the only exception to this
is if the attacker threatens to win early due to
unfortunate chit draws.
During play, the defender should attempt to move
forward to Range 2 if possible. Ideally, the fire
group takes up residence on a Hill in order to fire
down at the approaching attackers, and the
maneuver group should run to Woods or other good
terrain to allow easy infiltration if required.
Any paratroop groups that begin at RR 3, 4 or
5 should be eliminated as quickly as possible. If
range chit placements were done according to plan,
these groups should be the small, low-morale
groups. If so, the quickest way to dispatch them is
through infiltration and Close Combat . A Japanese
player can accomplish this job rapidly by declar¬
ing a Banzai. He can do this providing he is already
at Range 5 to the targeted group, no other enemy
groups are In effective firing range, and the targeted
group is so out-numbered that the odds are very
favorable for the conclusion of the Banzai attack in
one turn. If in doubt, don't do it.
As often as possible, the defender should be dis¬
carding Stream, Wire, Marsh and Sniper cards on
all long-range attackers to slow their approach to
a crawl. Prime Sniper targets are the Squad Leader
and LMG or BAR,
If the worst happens and the paratroops all land
at Ranges 3, 4 or 5, the defender should get into
Close Combat as quickly as possible. Throw caution
to the wind, there is nothing to lose and all to win.
Remember how quickly the attacker can obtain a
win if posted at these ranges.
The Russians and Japanese may have a slight edge
as defenders in this scenario. They have large squads
and can afford some losses. The large Russian squad
and the high Japanese morale usually spell success
in Close Combat. Both of these nationalities do
however have poor firepower and must dose range
rapidly for success with only fire weapons. For¬
tunately, they both have many Movement cards to
use; but should this fail them, the game will get out
of hand quickly. The Americans have a fairly large
squad but fewer Movement cards and low morale.
Their higher firepower can offset these disadvan¬
tages. The Germans must make their ten-man squad
stretch into three groups. If they are facing Russian
paratroops, they are under great pressure as enemy
four-man groups are everywhere. The German
player must make liberal use of his free discard
ability to keep his opponents mired in Marsh,
Streams and Wire as much as possible in order to
defeat them in detail. The British also have only a
ten-man squad; but as they are matched against the
Germans this should not be a tremendous di sad van-
9
tage. All squads should attempt infiltration, but the
Russian and Japanese will use it for Close Com¬
bat; whereas the British, Germans, and Americans
will tend to use it as a means to increase firepower.
The Paratroop Scenario is one which forces both
sides to be flexible and to devise new strategies or
tactics in the heat of battle. As such, it may come
closest to conveying the feeling of furious combat
in which the player (SL) is continually on the verge
of losing control of events. This adds immeasurably
to the attractiveness of playing it.
ASSAULT: Scenarios L/S
This scenario shows your basic attacker/defender
delineation, ft can be either a headlong charge or
a lesson in maneuver, depending on the players. It
is usually bloody in the end, however, no matter
what the start. Both sides are armed to the teeth.
The attacker is presented with a classic fire and
movement division of forces. The first thing the
attacker sees in this scenario is that he must only
get to Range Chit 5. In reality, it probably won t
come to that. The defender's MMG balanced against
the FT, Mortars, and/or multiple LMGs of the attack
almost insures that a squad will break before other
victory conditions are met. Since we can expect the
opposition to position the MMG in group "B" and
probably advance to Range 1 if possible to thwart
the stated victory conditions, how do we proceed?
A three-group set-up has merit. The Mortar section
can be placed in "A T \ Their job is to pin down one
defending group, preferably the one with the MMG.
The fire should be as continuous as possible to main¬
tain acquisition. Group "B” will contain the
LMG{s) and enough riflemen to give proper punch.
Their job is to advance slowly and keep up a stream
of fire against whoever is threatening themselves
or “A”, The FT and the rest of the assaulting force
will begin in “C”.If the Mortar’s fire is effective,
they will advance rapidly—even threatening a move
to "D" to continue a flanking posture if the defender
tries to group transfer to "C". This transfer to “D"
is the best way to proceed if you wish to attempt
to satisfy the Range Chit 5 victory conditions. There
is a good chance that the defender's forces can be
spread out to where one group can be defeated in
detail and the flank turned. This too, would cause
victory when the defender is forced to use more
movement than he normally desires, thus present¬
ing you with good firing opportunities.
If you are facing the USSR or Japan in this
scenario, expect them to move up to Range Chit l
as rapidly as you do. They need to dose the relative
range to “2" to maximize thejr fire; in the process,
this prevents your getting to Chit 5 without a flank¬
ing maneuver. The other nationalities will probably
sit back and let you come to them unless a really
good terrain card offers security for movement.
The attacker will have to get to at least RR 3 to
cause enough casualties to win. The jump from RR
2 to RR 3 is the toughest. Be prepared to make it
with plenty of covering fire, terrain, or concealment.
You have the time to take in closing range, so use
it and be prepared for the worst the defender could
dish out. An adequate balance of your forces should
be sufficient to gain victory.
For the UP FRONT versions of scenario L, refer
to the armor section for hints on placement of the
armored car. The vehicle will usually be placed in
"C". The car can then be moved to an optimal fir¬
ing range while at the same time avoiding the worst
of the defender's AT weapons.
Defense in this scenario is a fairly straightforward
affair. The defender begins the game entrenched
and, if lucky, in good defensive terrain. The attacker
must come at him. The temptation is to stay put,
and the defender should, in general, succumb to it.
Moving forward to RR 2 puts the defender's groups
squarely in the path of the assaulting groups, but
makes them more vunerable to the enemy's Grenade
Launcher or Mortar. Also, too much moving about
increases the chances of one of your groups stum¬
bling into a Stream or Marsh at a very inopportune
time. Of course, when better terrain becomes avail¬
able, the defender should move into it (especially
if he can move laterally).
An exception to this general defensive posture is
the Japanese, They have an incentive to move to
Range Chit 1 to begin firing at the attacker; and if
their opponent is American, they need not worry
about Mortars, Their access to large numbers of
Movement cards enables them to extricate them¬
selves from Stream or Marsh easier than any of their
opponents.
The defender has the advantage of seeing his
opponent's set-up prior to arranging his own groups,
but he can expect to need three groups to avoid being
flanked. Two of the three groups should be fire
groups. The valuable MMG is the core of one group
and should be placed in “B", The other fire group
is placed on the open flank of the MMG group at
“C ,t , The third group in 14 A" is small. As the game
develops, individual transfers from this small group
can be attempted to bolster the firepower of the other
groups. Typical squad formations should be: British
2-3-5, Americans 2-3-4, Japanese 3-5-5, Germans
2-3-2, and Russians 3-5-4.
There is very little the defender can do about
Mortar or Grenade Launcher attacks but to endure
them. The Mortar group should be a target for any
Sniper attacks; if the attacker is ever unwise enough
to move it, the defender should forego any other
activities to discard Marsh or Stream on it. If the
group becomes stranded on them (Marsh cannot be
rejected under Jungle rules) no more attacks will
be made. Aside from this, when undergoing Mortar
attacks, the defender should console himself by
observing how many cards his opponent is using.
Time (in the form of decks used) is all in the
defender’s favor.
For his part, the defending player should try to
slow the approach of the enemy with liberal use of
Marsh, Stream and Wire cards. He should adopt
a policy of using as many cards as possible, and
employ crossfire tactics whenever applicable. If the
attacker gets a group to Range Chit 5, the defender
must infiltrate it immediately and do whatever he
can to eliminate personality cards.
The British seem best suited to defense in this
scenario by virtue of their firepower bonus. Con¬
versely, the Japanese, who enjoy such high mobility,
are at a comparative disadvantage in a situation
where there is no premium on movement.
ARMOR: Scenarios E/F/T t G, H/U
UP FRONT and BANZAI are in essence infantry
games. It seems, however, that no tactical simula¬
tion of WWI1 is complete without armor; thus we
have quite a variety in the system. It is wise to note
the admonition of the "Up Front' 1 of Bill Mauldin
that, “a moving foxhole attracts the eye".
The attacker in the above listed scenarios has that
foxhole. Since the remaining available infantry are
fewer than normal for most scenarios, the attacker's
set-up should probably show two relatively balanced
infantry groups at "A" and "B" ("B" being
stronger and "A" possessing the longer range
weapons) with the AFV in "C'\ A check of each
scenario shows that advance to dose range or
opposing squad reduction is the path to victory. We
must then accept the premise of war that only in¬
fantry occupies ground. It is our aim to use the
armor to assist the rest of the squad to close in to
meet the victory conditions.
The squad can proceed about its task as usual;
but what about the AFV? This all depends on its
own capabilities and that of the opposition. For
open-top or light armored vechicles, the operating
point will be at as great a range as is possible for
them to retain their effectiveness. Even for large
tanks, advance to closer than relative Range 3 is
ill advised against any good order foe. The threat
of armor, whether armed with gun or machinegun
or both, is the ability to bring down long-range fire
on the enemy. This not only discomfits and pins the
enemy, but may force movement due to the threat
of acquired fire that will enable other weapons to
successfully engage them. The position of armor
must, then, be set by its opposition.
If you consider that the only way the attacker can
win is to break his opponent's squad, the defender
may be tempted to begin retreating immediately and
never look back. Although this alternative should
not be dismissed casually, it must be noted that any
retreat can be stalled by a lack of movement cards
with red RNCs in the hand, and Stream, Marsh and
Wire cards discarded by the attacker, Japanese and
Russian attackers also have Mortars or Genade
Launchers which can lob shells onto the defender
from any range at an equivalent Range of "0",
Finally, if the full blown retreat alternative is
chosen, taking reinforcements will be a risky busi¬
ness as they will arrive at Range Chit 0 and risk
being easily eliminated in detail. Since they are
counted as part of the squad, adding the reinforce¬
ments to the total number of men and then watch¬
ing them die will just bring the defender closer to
defeat.
The better strategy is usually to dig in, delay the
attacker's advance as much as possible, give ground
very grudgingly, accept all reinforcements that come
your way, and hope. As in many of the other
scenarios, the defender must adopt a policy of
maximizing the number of cards used each turn, not
simply to hasten the end of the game (although that
is desirable, too) but to also get reinforcements as
soon as possible. Each shuffling of the deck pro¬
vides these opportunities. The other situation which
gives the possibility, that of receiving an attack with
a black 6 RNC, is not pleasant, but the defender
must console himself that at least he received some¬
thing for his probable sacrifice.
While reinforcement arrival and their composi¬
tion is not under the defender’s total control, there
are things he can do to prepare for them. First, dur¬
ing set-up, the goal is to have two groups in IL B"
and “C'\ The best way to do that is to form a two-
man group in "A" which will transfer to "B" as
soon as possible. The result is that groups are nearer
to the group "E" position where the reinforcements
may arrive and more room is left at “Z" in case
they come in at that position.
In the hand, Flank Move and Concealed cards be¬
come important. Simultaneous play of a Movement,
a Terrain and a Concealed card allows reinforce¬
ments to arrive in better terrain than open ground.
If that Movement card is also a Flank, they can enter
the game at the same range as existing groups. If
this option is not available, they will enter at Range
0, a position which could become quite dangerous
late in the game after the attacker has advanced to
Chit 4 or 5. Since the color of the RNC on the Move¬
ment card determines whether the reinforcements
enter as group **E" or "Z", by astute management
of his hand, the defender can bring on his extra
troops in relative safety, and in positions which will
more rapidly help his cause.
Those reinforements will usually consist of two
to five men, although the possibility of armor
arriving on the scene does exist. There is also a
heavy probability the only help will consist of a
Sniper. This will usually be a slight disappointment
unless the attacker has made a successful Sniper
Check. Additional manpower, however, is welcome
if for no other reason than it increases the size of
the squad that the attacker is required to break.
If you do acquire armor, by all means try to have
them enter the game on the opposite flank from the
enemy's main AT defense. Also remember that in
most cases, armor would rather face an ATR than
any of the shaped charge weapons (unless of course,
10
the range is still less than 2) . At any rate, avoid plac¬
ing your precious armor resources at close range
to any infantry AT weapons. The AFV gun should
be fired when ever possible, since this also speeds
the usage of the cards in the deck.
The Japanese are well suited to this scenario be¬
cause their squad is so hard to break and they have
good movement capability, although their firepower
and armor are not up to par. The Russians have a
large squad and good movement also, but they will
suffer even more from the constraints of the four-
card hand. The large American hand means that they
will be able to stockpile the cards they need to
properly place reinforcements. The Germans can
move cards through their hand by discarding one
each turn with their action, but they will be penalized
if no action is possible. The British will enjoy the
advantage of enhanced firepower, a real blessing
to the small reinforcement groups.
AFVs in general have little to fear from plain in¬
fantry outside RR 3. The same is true of infantry
armed with Panzerfausts, Bazookas or Panzer-
schrecks. An ATR must be respected at any range,
but its To Hit probabilities are low from RR 2 on
out. Flamethrowers, Demo charges, and ATMMs
(along with infantry Close Combat) are weapons the
AFV needn't worry about. If the range is dose
enough for these weapons to have effect, the game
should be over anyway. As for the final weapon,
the AT Gun, you essentially have a “go/no go"
situation. In matchups between AFVs and AT guns,
the adversaries will start the game firing at each
other. The first to gain a successful hit wins, and
that’s it.
The tactical point of armor, then, is to use it
judiciously. If kept alive for the entire scenario, it
should easily provide the attacker with the overall
firepower edge necessary for victory.
Players who have little experience with the UP
FRONT game system may despair if they are cast
in the roll of defender against armor-supported at¬
tacks. They should not. The infantry do have
weapons which can deal effectively with the metal
monsters. That fact was brought home in a recent
playing of the Armored Advance (H) scenario. The
Russian player obtained a BT-7-2 tank as a rein¬
forcement. No sooner had the card been placed on
the table that a German 37mm PAK found its range
and quickly dispatched it. Other similar experiences
with ATRs and shaped charge weapons should give
some heart to the poor foot soldier.
If the defender has an Infantry Gun, its primary
target should be enemy armor. He can expect that
armor to place an equal importance on his Gun as
a target. Hence, a duel usually results between AFV
and Gun until one gets lucky and eliminates the
other. The rest of the defenders can assist the Gun
by firing on the tank in hopes of forcing it to but¬
ton up. Once this is done, the AFV fire becomes
less effective, giving the advantage to the Gun. The
armor player will have to wait for the rare Hero
card to re-open his hatch and by this time the IG
should have found his target.
Other AT weapons, including the Bazooka, Pan-
zerschrek, Panzerfaust, Anti-Tank Rifle, Plat,
Flamethrower and the Anti-Tank Mine require the
defender to close the range (or wait for the attack¬
er to do it) to be effective. This should be done un¬
der as much cover as possible, using Gully,
Buildings, Smoke and Concealed cards where pos¬
sible. The ATR does have long range, but it has
more likelihood of breaking at extreme range than
of hitting anything. The shaped charge weapons
(BAZ, PZSK., PZF and PI AT) are effective only
from as dose as RR 3. If possible, the defender
should wait to use the PZF until the range has dosed
to “4", since this is only a one shot weapon. The
British PIAT is very prone to malfunction and has
a greater possibility of break (50%) than repair
(16.7%), so care should also be used in its use. In¬
deed, the main problem with all AT weapons seems
to be the fraility. The FT and ATMMs are only ef¬
fective at RR 5 and thus will find employment by
only the most courageous, fortunate, or desperate
defenders.
Attempting to close range with an AFV will be
extremely difficult if the enemy infantry groups are
adjacent to it at roughly the same range. Getting
worked over by close-range fire or becoming en¬
gaged in Close Combat can quickly negate any
threats your AT weapons could have posed. In fact,
should the AFV have infantiy groups supporting it,
the best tactic for the defender is to stay put and
let the existence of the AT weapons force the AFV
to lessen its own effectiveness by keeping its dis¬
tance. No other game quite so vividly illustrates the
advantages of Combined Arms tactics as UP
FRONT ,
Other, not so obvious, AT weapons are the Gully,
Woods, Stream, Marsh and Wire cards. Playing a
Marsh card on an AFV forces it to show its flank
or stop moving. Playing any of the others forces
it to check for Bog. Should it become bogged, flank
attacks are automatically available.
If the AFV is Open-Topped, then even the lowly
rifle can have an effect on it by pinning the crew.
A Rally 3 or better card will be required to get it
back in operation. If an OT AFV can be bogged
and then pinned, it can be out of effective service
for many turns.
The final method of AFV destruction, Close Com¬
bat, is even more rarely seen in play. The infantry
will have difficulty approaching any AFV with a
functional MG. Conversely, an AFV will be very
careful when approaching infantry groups armed
with any of the AT weapons discussed here. The
amount of damage that must be done to a squad that
would encourage the AFV to try to us its Overrun
capabilities is usually so great that the attacker has
won anyway.
The Germans and Americans have the best AT
weaponry. The temperamental PIAT leaves the
British a notch below. The Russians and Japanese
suffer from the lack of shaped charge weapons and
must depend on their ATRs or dosing on the armor.
Their IG performance is not even quite up to par,
even though the Japanese have quite good To Hit
numbers on their ATR (cancelled if somewhat in
the fact that it must be crewed).
In short, the defender should not despair, merely
be careful and employ the weapons he does have
at the optimum ranges for their performance.
AMBUSH: Scenario V
As the longest scenario in the game, the Ambush
confrontation gives the players a real taste of the
unknown. Both sides will do well to note that the
chances for Random Reinforcements are less than
one per deck (roughly estimated at 0,7) but their
arrival can be devastating to the unprepared enemy
and a game saver for those friends just hanging on.
The problem for the attacker as well as the
defender is that he doesn't know quite what to
expect. The defender’s force is small, however, and
a good initial assumption is that he will be forced
to use only two groups or be left very low on fire¬
power. This is all mitigated by the possibility of a
flanking reinforcement entry as group “E". The
attacker will usually have enough force to make four
groups and enough weaponry to cope with about
any threat. Our suggested offensive set-up is a two-
man low morale group “A”, These can either
transfer to if possible or by thrown away as
a card using group. Groups “B” and “C 1 ’ should
be fairly large with any machine guns posted in “B“
and flamethrowers in “C'\ Group st D“ should also
be small and should contain any AT weapons. This
balances the threats of the opposition with the main
fire able to bear from the center and the AT equip¬
ment covering the flank against the worst possible
event—an AFV appearing at “E". Note that the
flamethrower is also available at “C“ in case the
regular AT weapon is destroyed or the reinforce¬
ments turn out to be infantry.
After setting up, the attacker should advance for
the win as quickly as his cards will allow. Low fire¬
power for the defender means that early in play a
few risks can be taken and all chances for advanc¬
ing should be taken. Remember that you are Elite—
this enhances your opportunities to move cards
through your hand. The defender will probably try
a tactical retreat, so be prepared. If nothing else,
move Group “D“ up as fast as possible to insure
good fire position/range if an AFV does appear. You
are trying to break the squad so use pinning fire and
close with the enemy. Forget Group “A” if you
must, but use your Elite status to discard any dis¬
advantageous terrain possible on the defender.
As the title of this scenario implies, the defender
will find himself in trouble. Depending on the
nationalities involved, he will usually be out¬
numbered, sometimes by two-to-one. Worse yet,
he faces Elite troops. But, headquarters assures him
that reinforcements are on the way and that all he
needs to do is to hold for a while. Unfortunately,
the type and number of these reinforcements and
when they will arrive is not assured. Those addi¬
tional troops are needed, however. This is the
longest scenario in the game (five decks as opposed
to the ususal three), and the attacker will have ample
time to close the range,
SURPRISE: Scenario W
The Surprise scenario has been a favorite of ours.
The possibility of the unexpected is a welcome relief
from too many set piece battles.
Ideally, the attacker in this scenario would like
to infiltrate the defender's groups before they ever
wake up (Rally), To have a chance of doing that,
he will need a lot of Movement cards. Even though
this is not a real probability, the attacker should in¬
itially proceed just as if he intends to do this very
thing. When moving, he should not concern him¬
self with playing terrain cards on his groups until
the defender starts to rally unless he is merely try¬
ing to get cards out of his hand or he has reached
Range 3. He should move through the initial ranges
as rapidly as possible in order to dose in on the un¬
suspecting defender. If there is room in the hand,
good terrain cards should be saved to play on all
moving groups just after the defender has rallied.
Stream, Marsh and Wire cards must be dealt with
swiftly at first and priority should be given to keep¬
ing all groups in motion. All advantages must be
taken while the defender is short one card as a result
of his Squad Leader being pinned.
If the crucial supply of Movement cards runs out,
the only way for the attacker to increase the flow
of cards through his hand is to discard. The German
can augment the card flow for one hand by playing
unusable cards as Open Ground as well as taking
his normal discard. Fire in the initial portion of the
game should be held unless it is of such a high value
that eliminations would occur. The chance of alert¬
ing the entire camp should only be taken if KIAs
are almost assured. The play of a Sniper should
definitely be foregone since the chance of only one
casualty is not worth the consequences.
As the range closes, the possiblity of the enemy
using a low-value Fire card to make his own attack
and awaken his squad increases. If the defender does
this while the attacking groups are still moving, the
player has the unattractive choices of firing immedi¬
ately with reduced effectiveness, or waiting one turn
to stop while his opponent rallies his squad. Accord¬
ingly, as the attacker arrives at Range Chit 3 or 4,
he should play terrain cards and alternate movement
of his groups to be ready for this eventuality. Note
that the Gully card may be a good play here because
it allows movement while denying the enemy a
chance to fire. If a Flank card is available, a
devastating fire could be arranged from a prepared
II
position.
Any such fire attacks on the defender should be
planned in advance to cause the most casualties pos¬
sible, This can be done by attacking the lowest
morale group first, hoping to gain an advantage
which will make it easier to defeat the tougher
opponents in detail later. If the defender manages
to fire first, then the attacking groups should open
fire and try to eliminate all groups which the
defender has not yet been able to rally.
Once combat has been initiated t the attacker must
keep his objective in mind. In order to seize the
Buildings, he must infiltrate the occupying groups
before eliminating them in Close Combat. He can
expect the defender to vacate some Buildings, thus
removing them from play, to force the attacking
force to face his strongest group.
The attacking squad should be formed into two
groups. Fewer Movement cards will be needed to
advance them into position, and each group will be
strong enough to use good Fire cards when neces¬
sary and to engage in Close Combat. The Japanese
are best suited to this task by virtue of their superior
movement capabilities and their morale, infiltration
abilities, and Close Combat advantages. The
Russians will be aided by the size of their squad
and their abilities to discard their entire hand in
search of their already plentiful Movement cards.
Oddly enough, the nationality which encounters the
most trouble in this scenario is the Germans. When
they run out of movement, the small discard cap¬
abilities may force them to wait so long the defender
will have a chance to counter and rally.
A quick look at the victory conditions is neces¬
sary for the defender. Since the attacker must occupy
the same number or greater of Buildings, there is
an advantage to a three-group set-up. This forces
the attacker initially to take two Buildings for a win.
This also significantly increases the possibility for
the draw of a Buildings 3 card for housing your main
defense group. This group should consist of close
to half of your force. They should plan to stay put
for the rest of the scenario (remember that all groups
cannot abandon their cover since 0=0 and the
attacker wins). If this position is flanked, you 11 just
have to tough it out and hope that the others can
come to their rescue. Put your high morale, high
firepower and sentry here along with your Squad
Leaden This group should be * 4 B*\ A two-man low
morale group can go at and plan to run as
fast as possible to lower the chances of the squad
breaking. The rest of the men will be at “C and
will also abandon their cover for anything equal they
can fmd. If necessary, they can even advance to RR
1 to prevent flank attacks against “B”, At any rate,
you should be left with only one position to
staunchly defend.
When choosing a nationality to play in this
scenario, remember the hand capabilities of each.
The US can Hero the BAR, increasing his firepower
and also threatening early squad arousal, especially
with the ability to hold five cards. The British will
have the advantage of an equivalent fire of two,
even at Range 1, thus giving a chance for early
detection* The non-crewed LMG is a good candidate
for the Hero card. The Japanese can stand heavier
Losses than the others and thus can afford to set up
in two strong groups, forcing the opposition to split
his attack. He also has a non-crewed LMG. The
Soviet can discard whole hands (albeit only three
cards) in search of the small Fire card or Hero. The
German actually has the worst position of all in this
scenario. He can only discard one card and thus goes
through the deck slowly. It will take ail of his other
advantages used wisely to win this one.
Remember that the SL and ASL are pinned at the
start of the game, so you will have to begin with
one less card in your hand. This really hurts the
Russian and Japanese and will lead the US, Brit¬
ish, and Japanese player to the quandry of whether
to use a Hero card on the SL to regain full “hand
capability or the machine-gunner for more fire¬
power. If you are fortunate to have that card at the
start, go for the gunner and more firepower; later
you may wish to wake up the leader if you have
or have been keeping up with the appropriate Fire
cards,
SURROUNDED: Scenario X
This is the most confusing scenario in the set. You
must take great pains to keep careful track of your
Range Chits. The sandwich situation is made to
order for producing range errors. We prefer to use
red chits for one of the attacking sides, thus giving
an algebraic sum in either direction. Even this can
cause confusion if an attacking group exceeds
RR 5.
The attacker's key in this scenario is balance. Any
division of forces which is not fairly close to even
will lead to a counterattack by the defender against
the weaker and defeat in piecemeal fashion. Remem¬
ber that the defender's squad must be broken for
victory. All he really need do is wipe out one side
and then hide. In the above, equal does not neces¬
sarily mean equal numbers, but equal threat , A good
posture then is to set one force with long-range fire¬
power (mortars and machine guns) and the other
with the machine pistols and other short-range
weapons. This allows you to stand off the defender
on one side with the threat of fire if he doses range
and advance with the assault group. Under aver¬
age card distribution, you will also have one place
to play Fire cards and another to play Movement,
If he does try to counterattack against the assaulters,
you will still have fire at RR 0 with either low cards
for the machine gun or high cards for the mortar.
In all cases, you really don't have enough manpower
to form more than two groups per side (with the
possible exception of the Japanese and Soviets who
may be able to separate out the mortars although
this may stretch their ability to use cards effectively).
All advances should be slow and deliberate, con¬
solidating positions as you go since there is plenty
of time to gain the win. This does not mean that
you can't move without terrain. The ability to use
almost all Fire cards means that it will often be
advantageous to empty a hand using Fire and Move¬
ment cards and trust the odds to present you with
at least one terrain card on the refill. The German
player should be at his best here with the ability to
act and discard giving him a definite edge.
The defender in this scenario cannot take a pas¬
sive role in the proceedings. Imagine, if you will,
the play of four Fire cards in one turn, all directed
at the same defending group , , . and from a flank
postion. This unusual situation is possible because
the attacker has two "A" and two “B” groups. An
attack of that nature is very devastating and to be
avoided if at all possible. Therefore the defender
must be very active on defense rather than passively
waiting for the inevitable.
Although the defender is surrounded by the
enemy, he does have the classic strategic advantage
of interior lines. No one would recommend allow¬
ing troops to get themselves in this situation (oops.
Hitler did) to gain this advantage, but since you are
already there, you may as well do the best with what
advantages you do have. The attacker may out-
number you, but his squad is split into two forces
which cannot effectively rejoin each other. The
defender can concentrate his force against one of
the opposing sides in hopes of defeating it in detail
before the other force can come to its rescue. If he's
lucky, the defender may discover he has local
superiority.
The squad should set up in two groups with
approximately equal firepower. Which enemy side
to attack will depend on the attacker's initial set¬
up. If he has split his forces unwisely, and one is
weak, you should obviously advance toward that
one. If the Mortar or Grenade Launcher is not sup¬
ported by an LMG, then advance on it. It will lob
shells on you whichever way you go; but if you close
range, you may be able to pin it, eliminate it, or
close inside its effective range. While you are doing
this, you will be moving away from the LMG. If
one of the attackers moves to RR 1, Japanese or
Russian defenders should move toward it to increase
the relative Range to "2", This negates the natural
firepower advantages.
Once you have begun to advance on a side, use
all means available to slow down the pursuit of the
force to your rear. Stream, Marsh, Wire and Sniper
cards should be discarded on them. The Germans
or Japanese are especially suited to discard and per¬
form necessary functions in the same turn.
If you can obtain local superiority and destroy one
of the two sides surrounding you, your opponent
will have to exercise even more care with the other
since his squad will be close to its breaking point.
If you have eliminated the force altogether, and
moved through its position, you will be able to con¬
tinue a retreat using any type of Movement cards,
not just ones with red RNCs. You've broken out.
The Japanese are best able to handle this situa¬
tion because their squad is hard to break and they
may both move and discard. Other nationalities must
make the best of their natural advantages to
maneuver for a win.
CITY FIGHT: Scenario B
The City Fight scenario is essentially the same
as any of the meeting engagements. Similar set-ups
(those suggested in Vol. 21, No. I) should be used.
The Demo Charge should be entrusted to a high
morale man in the advancing group, preferably one
with a Machine Pistol, A leader should not be
selected for this job, however, as this puts too many
eggs in one basket.
This scenario should favor the American player
slightly since he can more readily hold onto the
winning Building cards in the later hal f of the game
until their use is of greatest benefit. The lack of
Marsh also makes it easier for him to use his few
Movement cards with confidence. Conversely, the
Russian should use his superior movement cap¬
abilities to negate the four-card handicap and try
for a win by breaking his opponent. He will be at
a slight disadvantage since there is less terrain
applicable to entrenchments. The German must use
a balanced hand to try to negate the other national¬
ities' advantages. They will most benefit from the
scenario method of victory, trying to get one strong
group to Range Chit 2 in “3 Buildings and then
force the opposition to commit themselves to the
attack,
PARTISANS: Scenario /
The German player in this scenario is set as the
attacker (by the victory conditions) against a
defender who seems to have a large number of
advantages. Despite this, the German should be
slightly favored. He has enough manpower and fire¬
power to defeat the Partisan if he can use it care¬
fully. Remember that this is little more than a
Russian squad with five less men and one less
leader, A flank threat is always a viable option,
especially if you get more Movement cards than Fire
cards early in the game. Use your free discard to
dump unwanted terrain on the Partisan if he tries
to keep even with your moves. A Wall card is a
good candidate if a Stream or Marsh is not avail¬
able because it will force him to recant his move
or accept a low value terrain card which cannot be
used for Ambush tactics or entrenchments. Cross¬
fire tactics will also pull the Concealment cards out
of his hand to allow a better result on the second¬
ary fire. Use all of your natural advantages and keep
an eye out for his special ones and a close victory
by squad break should be possible.
Despite all the special rules applicable to the
12
Partisan player, this is a difficult scenario for him
to win. Set-up is probably maximized using a 2-2-4
with the LMG in “B' 1 and the Leader in “C’\ While
the victory conditions are difficult for the Germans,
remember that he will probably ignore them. It
simply may be too easy to break your squad. The
tactics for the Partisan player will be simply to move
to Range Chit 1 in the best terrain possible and force
the German to attack. The two men in group A can
be transferred to give a final 4-4 (“B“- M C") set¬
up. This will also take several of the excess Russian
Movement cards out of your hand. After this* the
best tactic is to stay in place as much as possible
and put the Russian discard abilities into play. The
Sniper and Minefield cards will be of benefit as will
disadvantageous terrain. If there is an extra space
in the hand, a Movement card should be saved to
allow for a sideways move into Woods or Brush
{followed by entrenchment). This will allow the use
of the Ambush tactic (37,5). Whether they are used
for defense or attack, the Concealment cards will
be the most important in the game. The wise and
timely use of these cards should be the great leveler
to allow the Partisan a shot at a win.
FREE EOR ALL: Scenario J
It is our advice to not even try this scenario unless
you are stuck with three people and nothing else
to do. If you must, however, use the set-ups earlier
recommended (in Vol. 21, No. 1). As this is a
political game, the most threatening player (the one
who moves first) is the prime target. Do not move
any group unless you have terrain. Other than that,
proceed as you would for any other “every man
for himself" contest.
A more interesting variation of the scenario would
be to allow the use of even more nationalities if you
have enough players. Four- or five-sided games (or
even more) would really test some friendships. This
puts a premium on (temporary) alliances and player
interaction. As before, however* the greatest threat
to victory will always be the first one attacked* so
proceed cautiously. Remember that you can always
trust your enemies more than your friends. When
selecting sides* try to avoid the Russian or Japanese .
Their inability to bring significant firepower into
play from RR 1 is a real handicap in this game unless
the player in very adept at political interactions.
They must move first. Whatever* play for fun. This
scenario is not meant to be taken seriously,
ELITE TROOPS IN THE ATTACK:
Scenario K
This scenario is a test of the maxim that superior
training* skill* and morale wiU be able to defeat mere
numbers. While the actual play of the game is a var¬
iation of the “Meeting of Patrols" scenario
described by Don Greenwood in his earlier article*
the Elite Player must win the game not once but
twice. This dual game will cause difficulty for both
players because of the amount of time that passes
before a player can judge exactly how well he is
doing.
The Elite player is faced directly by that time
problem. He must remember two things. First* if
you don't win the first portion of the game* the
second doesn't matter. Second* losses and time are
cumulative, so he must perform better in the second
half than the first. This implies two contradictory
things. He must play the first game cautiously
enough to avoid major casualties (even two may be
too many) but rapidly enough to have time to do
it again. Thus the first half should be concluded be¬
fore the second deck is finished if the Elite player
is to convince himself that a win is possible. When
this is added to the fact that he is forced to be the
attacker, it's easy to see how he could have a
problem.
Since squad sizes and goals are the same as in
the Scenario A, the same set-up comments apply
(as are given in Vol, 21, No* 1). Some small changes
in the second half set-up will naturally have to be
made if there are losses in the first. If there are large
losses* cut back one group and hope.
Since the focus of the scenario lies in being elite,
what advantages do you have that can be parlayed
into victory? Essentially, they appear small. The
manpower given in the scenario gives a slight in¬
crease in morale (2.83 to 3,33 for the American
player) which is offset by the extra LMG/BAR avail¬
able to the defense. As for the rules* a better chance
to discard* usually after an action, is all you get.
In contrast* your opponent has a reduction in morale
imposed by the scenario and his inexperience will
make it more difficult to discard per the rules. This
translates into the use of certain cards and capabil¬
ities, Flanking movements* even at long range, are
valuable because the defender will have to move to
counter the flank and be much more susceptible to
the discard of disadvantageous terrain. Wire and
Snipers will be valuable* especially when they fol¬
low a fire attack. The main fear of the defender in
this scenario would be a combination of Wire and
other discards which leave a group pinned under
a flank attack with no place to go. In reverse, the
slightly poorer hand of the defender should make
the attacker a bit less afraid to take chances in
accomplishing his goals.
The differences in morale must also be exploited.
In the American versus German version of the
scenario, the US morale goes up by one-half a point
while the German goes down by the same amount.
The overall effect is essentially that the attacker has
an extra firepower factor. This makes low factor
shooting more attractive and movement into the face
of the enemy easier. Close Combat* a real oppor¬
tunity for the second half win* is also the domain
of the elite player.
For the attacker to win* then* he should press con¬
tinuously and force the defender to react to his
moves*
It's not easy being Green* as the defender will
soon discover. His average morale is down quite
a bit from the norm* and even his best man is rated
no higher than “4", More significantly, his discard
capabilities are restricted to about half the normal.
Strangely* the German must show his discards to
his naturally curious opponent. Consequently, use¬
less or “junk' 1 cards tend to accumulate in the hand,
effectively inhibiting the defender's ability to
accomplish anything. Meanwhile, the attacker is
rapidly dumping even cards that are marginal.
Fortuantely the attacker must beat you twice* and
this is just enough to give you a reasonable chance
to win. Knowing this, the defending player can play
a little more boldly with his squad in the first half
of the game. Once he loses, he gets the entire squad
back* but the elite troops are gone for good. You
can replace incompetence any day* but a valuable
man is lost forever; a lesson that the German army
learned well in WWII.
Strategy for the defender is largely dependent on
the cards he gets* but he should try to get to Range
I at least in good terrain. Then he can hope for good
Fire cards to harrass the enemy trying to reach
Range 4. The two LMGs should be situated in
different fire groups (the American BARs must be)
to give cross fire capabilities.
The defender should look upon this scenario as
a challenge* do his best to win* and accept the results
good-naturedly. After all* the inexperienced troops
could always be resurreetd again and again. It will
be a revalation to both players to see how UP
FRONT handles the difference when green troops
face battle-hardened veterans.
EDITOR’S
CHOICE
AWARDS
As is usual, the editors once again offer this
nominations for the best article of the past
volume (Vol, 21) year. And, as usual* the
readership will decide the winner, who receives
a lifetime subscription to The GENERAL , as well
as a $100 bonus for their fine work. Please vote
for only one of the nominees, and vote only if
you have read all the articles nominated. Send
this form (or a photocopy or facsimile) to our
editorial offices. Eliminating those articles
written by our paid staff members from con¬
sideration, we offer the following to select
from:
UP FRONT BY THE NUMBERS
by Jim Burnett, No, 1
TEST OF ARMS by Andrew Blauvelt* No. 2
FORCE MARCH TO VICTORY
by Neil Schwarzwalder* No, 2
THE GRAND ART by W. Woon, No* 3
’41 IS GONNA BE A GOOD YEAR
by Nayyer All, No. 4
WHICH WAY THE WITCH KING?
by Paul Bolduc* No, 5
BLITZKRIEG '85 by Jon Mishcon* No. 6
LEBANON by Michael Anchors, No, 6
WARGAMER’S GUIDE
TO THIRD REICH
It was inevitable that The Avalon Hill Game
Company produce a “wargamcr's guide' 1 to the
most popular grand strategic game of all time—
THIRD REICH '* After two years of effort* two
master players (Marcus Watney and Larry
Bucher) have produced the finest guide yet
published.
More than simply a reprint of articles from
the files of The GENERAL, this 48-page, full-
color guide to the game contains many articles
on strategy for the individual countries never be¬
fore published. The best of earlier articles have
been updated for the latest edition of THIRD
REICH and reprinted. A four-page "Question
Box' 1 clarifies and expands upon the rules* while
Don Greenwood shares with the readers a bit
of the history of the development of this classic
game. Tucked among the text are sidebars to add
spice, covering such esoteric considerations as
a Russian invasion of Turkey* calculating prob¬
abilities in combat, and a classic 3R contest.
Drafted by the best players of this grand game
around, every page is filled with informative
hints and tactics* If you consider yourself a
THIRD REICH expert, you’ll be impressed with
the scope of this guide; if you’d like to be* you'd
best get hold of a copy.
Released to acclaim at ORIGINS '85* the
WARGAMER'S GUIDE TO THIRD REICH is
now available for order by mail direct from The
Avalon Hill Game company (4517 Harford
Road, Baltimore, MD 21214), Cost is $5.00.
Please add usual 10% for shipping and
handling—*20% for Canadian orders and 30%
for overseas. Maryland residents please add 5%
state sales tax*
13
SERIES REPLAY
BANZAI, Scenario R
American Player—Jim Burnett
Japanese Player—Ron Whaley
Neutral Commentator—Rex A. Martin
Jim Burnett * as our long-time readers should
know t is one of the masters of the UP FRONT system
(as well as numerous other games). His article "UP
FRONT By the Numbers" (VoL 21 * No. 1) is re¬
quired reading for anyone Interested in the most
unusual card game around. Ron Whaley , a close
friend of Jim 's, has been a war gamer for a dozen
years, is a Pacific Theater expert, and has served
as a playtester for UP FRONT/BANZAI. FlA TTOP,
THE LONGEST DA Y and THIRD REICH. For
myself, after years of being the butt of the hilarity
in these replays t I decided to take a more passive
role this time around.
Pre-game
Japanese: The Paratroop Drop (Scenario R) is one
of our favorite BANZAI scenarios. Nothing is ever
certain in any play ing of UP FRONT or BANZAI ,
and this scenario adds to the uncertainty by impos¬
ing an element of random chance on the initial set¬
up. The players do not know where the paratroops
will land in relation to the enemy forces, or to each
other for that matter. The paratroop player is re¬
quired to set up in four groups, so he can expect
to be dispersed upon landing. Still, he may find,
after landing, that he is quite close to accomplish¬
ing his victory conditions. He only needs to get five
men in one group to Range Chit 3, 4 or 5—and it
is possible for some to land at those ranges. In most
playings, therefore, both forces become engaged
early and fierce fire fights and close combat are the
usual result. The pressure is intense on both sides
from start to finish, and victory or defeat can hinge
on the play of one card. This is an ideal situation
for a Series Replay,
The Japanese have a number of advantages which
are unique to their nationality in BANZAI. They can
play Movement cards without affecting their dis¬
card capability in any given turn; and they can dis¬
card printed or seenario-defined Cower cards in any
turn regardless of the number of actions taken or
other cards discarded. This enhances the flow of
cards through the hand, always an important con¬
sideration in UP FRONT or BANZAI, and especially
so for the Japanese who must make do with a four-
card hand. The most striking characteristic of the
Japanese is their superior squad integrity. The
Japanese squad does not break until at least 75%
of the men have been lost. This, coupled with the
higher average morale values of their personality
cards, means that the Japanese will not quit without
a long, hard fight.
The most unique play of the Japanese is the Banzai
tactic. Simply by yelling "Banzai!" and playing a
Movement card, the Japanese player can rally all
the men of a group and have them automatically
enter Close Combat with an adjacent enemy group.
No rally cards are needed, and no cards are drawn
for morale checks or infiltration attempts. But, this
very powerful tactic is not without some very dan¬
gerous risks. Even when the Banzai group is already
at relative Range 5 to the group it is attacking, it
must wait one turn in Move status without benefit
of concealment before entering Close Combat, If
this group should be fired upon during Banzai, all
PIN results are defined as K1A results instead.
So, one may succeed with a Banzai attack against
an unwary opponent once; but the next time the
Japanese player may see his group virtually elimi¬
nated by the high Fire card his opponent has been
saving for just that purpose. Making your opponent
hold onto that Fire card for most of a game (in effect
reducing the size of his hand) is often your best em¬
ployment of the Banzai tactic. Yet, there are cer¬
tain times when the Banzai should be used. 1 hold
those to be when enough of the opponent's men are
pinned to prevent any effective fire, when you know
your opponent doesn't have a Fire card, or when
you have no other chance to win.
Although Jim and I have played this scenario
several times, I have usually played the American
side, so I don't know his tendencies in this situa¬
tion. As the American, I have usually employed two
four-man groups and two two-man groups. He
seems to like that arrangement, so I'll make my
plans based on it. If I am wrong, it won't really
affect my initial plans anyway,
I must form at least three groups, because he will
have four and could too easily flank a two-group
squad. Ell form a fire group around my machine
gun in “B'\ a high morale maneuver group in “C*\
and another, weaker group in “A". Although Group
A is weak, it should not be a target for much of
his fire and should not be required to move very
much.
I get to draw and place range chits on his four
groups to simulate the paratroop drop, I shall attempt
to place low-numbered range chits on any four-man
(or otherwise strong) groups in hopes of keeping
them far from the "‘winning" ranges for as long
as possible. Any two-man or weak groups shall be
placed at close ranges where they can be attacked
and neutralized as quickly as possible. Most impor¬
tant of all, I must insure that no adjacent groups
begin at the same range.
One cannot make detailed plans of action in UP
FRONT because of the myriad uncertainties in¬
volved, but a guideline for future actions can be for¬
mulated, I want to advance to Range 2 or 3 so as
to bring my highest firepower to bear on his groups
as they approach Range 3. Group B shall attempt
to reach and maintain a good firing position. Group
C shall attempt to counter any flanking moves, and
shall look for opportunities to infiltrate his groups.
Group A will move more cautiously, try to survive,
and help out when it can. 1 must use the Wire,
Stream , and Marsh cards I get to delay him as much
as possible. Sniper targets are his squad leader and
whoever has the BAR. Time is on my side, so any
actions which use up cards are usually favorable,
Jim is an extremely tough opponent who always
makes the most efficient use of the cards that come
his way; I must do the same to have a chance of
winning.
American: When looking for a scenario to replay
for UP FRONT/BANZAL we wanted one which
would be instructive, fast, and fun. The Paratroop
Drop (R) has always fulfilled these requirements for
us. The sides were chosen by random draw—a
method which worked well in this case since Ron
is a good defensive and Japanese player where I
prefer to be the paratrooper. This leads me to expect
a tight game, where all decisions will be crucial . . .
right from the start.
The setup for the paratroop player in this scenario
is relatively easy, compared to other scenarios. The
only real decision is group composition and even
this is made less of a chore if the attacker has the
Americans. Since there must be four groups and
each group must contain between two and four men,
the choice is obvious, A 2-2-4-4 grouping will be
used. We will hope that the final order brings one
of the four-man groups to Range 3 in advantageous
terrain. We will then try to get one of its neighbors
to the same range and transfer a man for the win.
This all sounds easy.
There are several problems. If the four-man
groups are at long range and the two-man at short,
it will take considerable time for the movement-poor
US to get to Range 3. As a matter of fact, they may
find that the Japanese have beaten them there. By
this time both two-man groups will have suffered
casualties and it will be an easy matter for the
Japanese to dispatch three more Americans for the
win. On the other hand, if the four-man groups are
dose to the enemy, we can but hope he is lacking
good Fire cards. The ideal draw would be both four-
man groups adjacent, close to Range 3, and in good
terrain. A small further US advantage is that the
American BAR does not require a crew and thus
I have one extra turn of fire. As usual, both players
will hope for luck and the winner will be the one
who makes the most of what comes his way.
The other opening factor is terrain. With five
Building cards gone from the deck, we are still left
with 25 favorable cards (counting Marsh), Since one
of the US advantages is the large hand, we can
expect to draw one terrain card. This will be placed
on the group in the greatest need. Note that this,
too, is variable. A two-man group at Range 5 may
be sacrificed to allow the other groups to attain suc¬
cess, A few terrain cards deserve special mention.
Of greatest value is the Gully card. This card will
allow the paratroops to get to Range 3 under cover
if the defender lacks a hill.
Next is the Woods, This card is of questionable
value to the defender. The chance of a wound must
be balanced against the favorable terrain modifier.
Obviously if thrown, it must be put on a large group,
and at long range. All in all, it should not worry
the attacker—at least not nearly as much as Stream
or Marsh. These are both deadly to the paratroops
—with the lone exception of Marsh at Range 3 when
it becomes qualifying terrain.
We must also deal with the expectations of the
enemy. He will most assuredly have three groups,
but whether the setup is a semi-balanced 4-5-4 or
the heavy 2-5-6 is in question. Obviously, his de¬
cisions will be based on a gamble on my placement.
All in all, the large number of Japanese Movement
cards allows for quick re-organization. This goes
early and my Group A is dose and strong, 1 do know
that Ron is a wily defensive player and is not afraid
to advance if he can get to the Range 3 terrain be¬
fore Ido. 1 also must watch out for a quick Banzai
against a close-range squad that is isolated.
Having said all this, my composition is as shown
in the chart. This gives me one short-range fire
14
group, one high-morale long-range fire group, and
two small croups. The setup I hope for is 04 = Group
A at RR-0/1, 01 = Group B at RR-4/5, 02 = Group
C at RR-2/3, 03—Group D at RR-2/3. The real risk
to this setup is the very low morale of Group 01.
They will be the sacrifice.
Remember that a maxim of paratroops is that
20-30% casualties are to be expected. However,
these are worthwhile only if the final objectives are
attained.
The para-drop scenario is one of fast-paced
action , quickly embroiling both players in reacting
to unforeseen threats. It lends to encourage close
combat and high-firepower attacks, simulating the
landing of an elite squad nearly on top of the post -
tions of an awakening enemy. Since coherent plan¬
ning before play begins is virtually impossible ,
Scenario R rewards the player best able to take ad¬
vantage of the ever-changing situation. Using the
cards that come your way to their fullest potential
(i. e ., cycling cards quickly through your hand with
few wasted discards and making the most effective
attacks and movements) wins the game. It is the
ultimate scenario for the opportunistic player, and
one that / especially favor,
Looking at the initial set-ups, Ron has stationed
the Japanese in a posture identical to my preferred
placement. A strong firehose, with maneuvering
Close Combat oriented groups on either side,
dominates the field „ One of the flank forces—Group
C (being so placed to engage the majority of the
enemy)—is composed of the staunchist sons of the
Rising Sun. Their high morale should get them to
the enemy and into Close Combat; their close com¬
bat values should best any single trooper on the
American side * The lesser force in Group A are the
' 'expendables ' l . Maintaining pace with Group C in
advancing on the paratroopers t they should draw
some fire away from the other groups, despite the
fact that their options are limited to assaulting the
enemy groups A and B. I never hesitate to use a
Banzai if this group becomes pinned, even if a couple
of ranges separate them from the enemy. That
charge across open ground should be so tempting
a target your other two groups will be fairly free
to operate during it. Finally, if Group A gains Range
Chit 3 it can be converted into a moderately effee-
JAPANESE
Group A is composed of, in order, 09—012—010—011
Group B is composed of, in order, 05—08—013—03—01
Group C is composed of, in order, 06—07—04—02
Turn Group A Group B Group C
Range/Terrain/Position
01 O/Op/2-2-3-3 0/Gp/3-3-3-*L-6S 0/Op/4-4-5-5A
Hand
1/2/3/4
R4/C3/F6 17 /HE
Action
A/B/C
— /W—
Discard
R4/C3
02
0/Gp/2 -2-3-3
0/Op/3 -3 -3 -4 L -6S
0/Op/4-4-5-5A
Cl/F5"/F6 77 /He
—/F6-C/—
l 03
Q/Op/2-2-3-3
Q/Qp/P-3 *3-4L-6S
Q/Op/4—4-5*5 A
Cl/F'VHe
—/—/— »
Cl/-
04
0/Op/2-2-3-3
0/Op/P-3-4L-6S
0/Op/4-4-5-5 A
Wo/F6 l7 /Gu
—/—/—
Gu/F“ 7
05
O/Op/2-2-3 3
0/Op/P-3-4L-6$
O/Op/4-4 5-5A
M/Wo/MFl/MFl
IMF/—/MF
06
0/Op/ML/2-2-3-3
0/Gp/P-3-4L-65
l /Op/MF/4-4-5-5 A
Wo/Wo/MCl/MFl
Wo/—/Wo
—/—
07
O/Wo/2-2-3-3
0/Op/P-3-4L-6S
1/Wo/4-4-5-5 A
F3’/F4*/MC 1 /MF1
F3-A/F3-A/—
—/—
08
O/Wo/2-2-3-3
0/Op/P-P-4L-6S
1/Wo/4-4-5-5 A
Rl/F3 3 /MFl
F0-A/R1/—
—/—
09
O/Wo/2 2-3 3
0/Op/P-3-4L-6S
|/Wo/4-4-5-5A
R2/F4’/C2/MFt
—/R2/MF
— / —
010
O/Wo/2-2-3-3
O/O p/3 -3-4L-6S
2/WO/MF/4-4-5-5A
Cl/F4 9 /C2/Bl 3
—/F3-C/—
Bl 3 /—
011
O/Wu/2-2 3 3
Q/Op/3-3-4M-65
2/Wo/MF/4-4-5-5A
Bl 2 /C2/M
— /MF/Op
— / —
012
O/Wo/2-2-3-3
1 /Qp/MF/3-3-4M-6S
2/Op/4-4-5-5A
F2 3 /Bl I /Wi
—/-/IN(C)
B1V—
013
G/Wo/2-2-3-3
l/Op/MF/3-3-4M-6S
2/Op/4-P*5-5Al
F2VRA/Wi/M
MF/— /—
Wit—
014
l/Wo/MF/2-2-3-3
I /Op/MF/3 -3 -4M-6S
2/Op/P-5-5 AI
F2 3 /RA/Cw/MF1
F4-A/—/RA
—/—
015
I/Wq/MF/242-3-3
1 / Op/MF/3-3^4M-6S
2/Op/4-5-5AJ
Sn/Wa/Cw/MFl
—/— f —
Sn/Cw
016
l/Wo/MF/2-2-3-3
l /Op/MF/3-3 -4M-6S
2/Op/4-P-5AI
Gu/Wa/R3/MF1
Gu/Wa/R3
—l—
017
1/GW2-2-3-3
l/Wa/3-3~4M-6S
2/Op/4-5-5AI
F6'VF2*/C1/M
MF/RE/IN(C)
—/—
018
l/Gu/ML/2-2-3-3
l/Wa/3-3-4L-65
2/Op/4-P-5AI
F6 ,6 /F2 6 /R5/Br
Br/FO-A/CC-C
—/—
0J9
1 /Br/P-P P-P
t/Wa/3-3-4L-6S
2/Wa/P-5A
F6 l VF4 ,3 /R5
R5/F2-A/ — K
020
l/Br/P*P-P-P
l/Wa/3-3-4L-6S
2/Wa/P-5A
F6'*/F2VWo/MRl
—/Fl-A/tNfB)
—/—
021
l/Br/P-P-P-P
l/Wa/3-3-4M-6S
2/Wa/P-5A1
F6‘«/F5"/Wo/M
— /re/CC-B
—/—
022
l/Wa/3-3-4M-6S
2/Wa/P-5AI
FG’VFS'MWo
—f —
Wo/F6 16
023
!/Wa/3-3-4M-6S
2/Wa/P-SAl
Gu/F5 ,1 /F6”/M
MF/—
F5 M /F6”
024
2 / W a/M F/3-3 -4 M -6 5
2/Wa/5AI
Gu/M/flVFl 4
GU/F1-B
i
025
2/Gu/3-3~4M-6S
Cw/M/F2*/F6"
BANZAI
F2VF6'*/Cw
#26
2/Gu/3-3-4M-6S
M/Bl 3 /Br/F2 3
CC-B
—/—
JAPANESE SQUAD BREAKS ON HIS TURN #26
15
live jirebase > if given some defensive terrain. It is
the sacrifice, or the firebase, or the close combat
specialists—depending on developments.
Group B should seek good defensive terrain (en¬
trenched on a hill, woods , building) at Range I.
Their field offire, especially from the hilltop, can
dominate the play. Since so much of this scenario
is fought at relative ranges 2 and 3, their firepower
permits use of the majority of the Fire cards in the
deck (25 of 48 at RR2; 35 of 48 at RR3). For any
player with a four-card hand this is vital ; since you
can afford to hold any card for only a short time
in your hand, you must seek to maximize your
opportunities to play it. In Scenario R, this means
moving the Japanese firehose forward a short ways,
giving it protective cover, and keeping it in place
except in dire emergency (in my terms, only if
flanked or in otherwise imminent danger of losing
the game). Then fire on anything that moves; the
paucity* of American movement means that you may
well be able to—after eliminating the nearest
group—pin him long enough to see three decks
pass.
No, I can V fault Ron’s deployment of his defen¬
sive forces. He has them placed to take advantage
of the American drop, regardless of where it lands.
His spread of the maneuvering groups allows them
to work nicely in conjunction with the fir chase. 'The
American should be facing multiple threats to his
forward group. Jim, on the other hand, has some
dangers inherent in his placement of dropping
Americans t with few concommitant advantages.
For the American paratroopers, I adopt a some¬
what different tack than Jim . To spread the threat
to them, as well as from them, I prefer an American
descent in four three-man groups. One consists of
the three Thompsons (Martin, Degi and Moores);
the others each hold two rifles and a BAR or
carbine. This set-up works well against the Japanese
(and can be devastating against the Germans). In
essence, what 1 am looking for with the Americans
is an opportunity' to form a large group by combin¬
ing two of these. They may be formed at Range 3
(which is rare) or formed further back and then
advance to Range 3 for the win. Each has enough
firepower to hold its own. The closest group (s) to
the enemy will provide cover while I advance with
those furthest from the action; the close-in
AMERICAN
Group A is composed of, in order, #7 —#8
Group B is composed of, in order, #27—#26—#17 —02
Group C is composed of, in order, #5 —M
Group D is composed of, in order, #11— #9—#3—#18
Turn
#1
Group A
4/Qp/2-3
Group B Group C
Range/Terrain/Posi tion
-1/Op/ 2/Op/3-3
2-2-3-3A
Group D
0/Op/
3-5-4B-5S
Hand
1/2/3/4/5/6
Action
A/B/C/D
en/MF/MF/MF
Discard
#2
4/Op/2-3
O/Op/MF/P-P
2-2-3-3A
3/Op/MF/
1/Op/MF/
3-5-4B-5S
F2 : /F3 6 /Wa/MFo/F2‘/F6' 1
F1 -B/M F/Wa/OP
#3
4/Op/2-3
1/Op/MFMF/
2-2’3-3A
3/Wa/P-P
1/Op/
3-5-4B-5S
F2*/F3‘/Hi/Ma/R3/Cw
en/Hi/R3/F2-B
” /_
#4
4/Op/2-3
-1/Hi/
2-2-3-3A
3/Wa/3-3
1/Op/
3-5-4B-5S
Hi/F3 6 /Cl/Ma/R2/Cw
Cw/F3 d
#5
4/Op/2-3
1/Hi/
2-2-3-3A
3/Wa/3-3
1/Op/
3-5-4B-5S
Hi/Sm/C 1 /Ma/R2/Br
Ma/Br
#6
4/Op/2-3
1/Hl/
2-2-3-3A
3/Wa/3-3
1/Op/
3-5-4B-5S
Hi/Sm/Cl/F4 !l /R2/Sm
en/Sm/—/en
—/-
#7
4/Op/P
1/HiSm/
2-2-3-3A
3/Wa/3-3
1/Op/
3-5-4B-5S
Hi/Sra/Cl/F4“/R2/F2 1
R2/Sm/Fl-B/EN
#8
4/Op/3
1/HiSm/
2-2-3-3A
3/Wa/3-3
1/OpEn/
3-5-4B-5S
Hl/MFo/C3/F4 u /R5/F5 15
—/—/—/MF
F5 15 /— |
#9
4/Op/3
1/HiSm/
2-2-3-3A
2/Wa/3-3
BMM
MF/3-5-4B-5S
Hii'M/F5’VF4’VR5/Rl
en/MF/—/Hi
-/-
#10
4/Op/3
1/HiSm/MF/
2-2-3-3A
3/Wa/3-3
2/Hi/
3-5-4 B-5S
Sm/MFo/F5WF4“/R5/Rl
en/Sm/—/F3-C
“/“
#11
4/Op/3
2/HiSmSm/
MF/2-2-3-3A
3/Wa/3-3
2/Hi/
3-5-4B-5S
F3VMFO/F5 l3 /F2VR5/R 1
EN/MF/F1-C/F3-C
#12
4/GpEn/3
3/HiS m/
MFMF /
2-2-3-3A
3/Wa/3-3
2/Hi/
3-5AB-5S
M/F2 7 /F5 1 J /Wo/R5/R 1
MR/Wo/—/F3-C
#13
3/Gp/MR/3
3/WoWi/
2-2-3-3 A
3/Wa/3-3
2/Hi/
3-5-4B-5S
M/Sn/F5‘VHe/R5/Rl
ML/F4-C/-/EN
W—
#14
3/Op/MR/
TM/3T
3/WoWi/
2-2-3-3A
3/Wa/3-3
2/HiEn/
3-5-4B-5S
Sm/Sn/Br/He/R5/R l
Br/Sn
#15
3/Br/3
3/WoWi/
P-2-3-3A
3/Wa/3-3
2/HiEn/
3-5-4B-5S
Sm/Cw/C2/F3 T /R5/Rl
EN/R1/—/F4-C
#16
3/BrEn/3
3/WoWi/
2-2-3-3A
3/Wa/3-3
2/HiEn/
3-5-4B-5S
Sm/Cw/C2/F2*/RS/Br
—/F2-C
C w/—
#17
3/BrEn/3
3/WoWi /
2-2-3-3A
3/Wa/3-3
2/HiEn/
3-5-4B-5S
Sm/R4/C2/B1VR5/Br
—/$m/—/—
Br/ —
#18
3/BrEn/3
3/WoWi/
2-2-3-3A
2/HiEn/
3-5-4B-5S
Cw/R4/C2/Bl 3 /R5/F6 14
—/F3-A/—
Cw/—
*19
3/BrBn/3
3/WoWi/
2-2-3-3A
2/HiEn/
3-5-4B-5S
M/R4/Sm/Bl 3 /R5/F4 7
ML/Sm/F4-A
#20
3/Br/TM/3T
3/WoWi/
2-2-3-3A
2/HiEn/
3-5-4B-5S
M/R4/RA/B1 J /R5/FS 11
TM /—/MF
-/-
American Group A melded with Group B with lateral
#21 3/WoW V
2-2-3T-3-3A
man transfer,
3/Hi/MF/
3-5-4B-5S
M/R4/RA/Br/R5/Cw
—/—/1N(C)
Cw/—
#22
3/WoW it
2-2-3-3A
3/BP/
3-5-4B-5S
Gu/R4 / RA/Br/R5 /F 3*
—/Fl-B/CC-C*"
“/“
#23
3/WoWi/
2-2-3-3A
3/B1V
3I-5-4BI-5S
Gu/R4/RWBr/R5/R3/R5
—/R3/CC-C
#2.4
3/WoWi/
P-2-3-3A
3/BI 2 /
3I-5-4BI-5S
G u / R4/R A / F7 17 /R5 /F 3 4 / R5
_/-/-
R3/Br
#25
3/WoWi/
2-2-3-3A
3/BD/
3-5-4B-5S
AMERICAN SQUAD BREAKS ON JAPANESE TURN #26.
16
paratroopers may even engage in a fighting with¬
drawal if dropped at relative range 4 or 5.
Instead, Jim favors the "weak-strong " placement.
Two weak groups and two strong groups. Unfor¬
tunately, this means that one of two things will
happen against the Japanese. Either the two two-
man groups (individually unable to defend them¬
selves sufficiently in either close combat or fire fight
situations) are going to be eliminated , or the enemy
will drop one four-man group nearby and proceed
to pound it * Now this is certainly true regardless
of the set-up; some groups will drop near and some
out of the action. But, with three-man groups, less
is at risk and they are tougher to kill off\ Rather
than losing four men , the American may well only
lose three, Thirty percent casualties I can accept
as the paratrooper *
With Jim’s division of forces* Ron is going to know
exactly where the fire against him will be coming
from (after all , even at the best , the two-man groups
have only six factors at point-blank range) and be
able to anticipate it (since the four-man groups will
be running ahead to get into the fray, they wilt have
to stop before they can put out any effective fire).
Too. he should be able to anticipate Jim's threats
to win the game. The American *s best chance for
victory in this scenario is to pose multiple repealed
threats to form a five-man group (it being nigh im¬
possible to break the Japanese quickly). Jim’s loss
of Group A means that these must come via the
potential transfer of one man from C to either B or
D. Unfortunately, both the latter have a way to go
(strewn with Wire , Stream, Marsh and swept by fire)
to get there. Three-man groups would have amelio¬
rated this somewhat (J'd expect the Japanese to
place the Thompson group and the BAR group well
hack), and opened up the play for the American.
On the other hand, good cards and good card play
can make up for almost any awkwardness in set¬
up. Let s wait to see where Jim’s forces end up after
placement of range chits and terrain .
American Set-Up
The Japanese player makes quick decisions on the
random placement of range chits; a weak two-man
group becomes Group A at Range 4; the low-morale
four-man group is placed at Range — 1 as Group
B; the other two-man group is Group C at initial
Range 2; and the strong firebase is Group D at
Range 0. Neither player places initial terrain, a most
unusual situation.
The draw for the set-up has turned into a semi-
disaster for the paratroopers. The groups are very
close to the positions Jim had hoped for. but the
ranges are terrible. Group A is acceptable at close
range since one group will have to be a throw-away
to draw fire, anyway. What does hurt is that his two
larger groups are both at long range and are
separated. Jim may have to get Group C to Range
3 just to hold off the Japanese and then move B and
D up as fast as possible. The thing he must hope
for is that Ron concentrates on Group A while all
of this is going on. The Japanese 4-5-4 set-up
actually helps Jim at this time due to the Ron *s im¬
mediate threat against A; who among us could pass
up such an opportunity (and so give the enemy a
couple of turns moving up B and D unhindered) ?
A favorite tactic of mine when playing the defender
in Scenario R is to place a substantial enemy force
(usually the four-man force) adjacent if the chit draw
allows it. Then use any Fire cards available or seek
to overwhelm it with infiltration and Close Com¬
bat. It is perfectly possible that it wilt be quickly
decimated. The enemy options for the group are very
limited — stand, fight and die. or retreat. Both tend
to concentrate his attention, meaning other groups
are minimally active. And, should you wipe out his
four-man force (which quite often contains either
the $L or ASU— read your victory conditions
closely) r your opponent’s chances of winning the
game become very limited, as do the options for his
remaining groups. 1 might have, for example, con¬
sidered placing Jim s Group B at RR 4 (or RR 5}
and then hit it with everybody possible over the first
few turns. With the Japanese and their high move¬
ment potential, this ploy works very nicely. At the
very least, it can throw the partroopers into a tizzy.
Another point. I like to place the enemy Group
B as the nearest, despite its composition. With a
modicum of luck, regardless who the combatants
are, it should be either severely damaged or forced
to retreat, so using valuable Movement and Rally
cards. By doing so, if eliminated in the course of
these first few crucial turns, you have opened a gap
between his Group A and Group C—one that you
may be able to exploit given the opportunity. Since
Group B is usually the defender *s firehose, you in
the process relieve some of the threat to your own
major asset. Instead, looking at Ron s placement
of range chits, we find only Group A (a low-morale
throw-away) under punishing attack and only by two
defending groups. At the very least, ! would have
placed Group C at the closest range ; the elimina¬
tion of this two-man group would have opened a
gap between the American four-man groups.
Looking over the events of the placement, here
is where Ron reveals his strategy to Jim (so allow¬
ing Jim to anticipate his play). He obviously plans
to kill off the two two-man groups. This means he
must operate against two separately moving
targets—rather than one large target. In effect. Ron
is locked into his strategy, losing the flexibility he
should instead be promoting. He has left the four-
man groups free to operate, so conceding the in¬
itiative to Jim during the initial turns. A move by
either Group B or Group D up to Range 2, followed
by the transfer of the two men on C, means Jim is
but one small step from winning. If that transfer is
to Group D, Ron has a serious problem. By paus¬
ing to fill to a pat "movement ” hand (for the
Americans—Smoke t Concea Im ent, Mo vem en t ,
Terrain), the gods favor Jim 5 victory. Meanwhile
Ron must quickly deal with American Group A, then
rush forward to kill off Group C—coming under
covering fire from American Group D and/or B in
the process. In this situation, a Gully card in Jim ’$
hand becomes a game winner . Indeed, with his flex¬
ibility and Ron s inflexibility, many cards in his
hands are potent. I've a feeling Ron f s going to be
battered by repeated game-winning situations from
Jim.
The fact that neither player placed terrain follow¬
ing the deal is ironic. This might have aided Ron *
gracing him with a hilltop to quickly eliminate Group
A, a marsh/stream to slow the approach of the "big
boys *woods to play on one of the four-man groups
in hopes of injury, or even gullys (if only in order
to control placement of these boons to the
American). Only a marsh or stream from Jim could
annoy him. But looks like this para troop squad
landed in a field, and both attacker and defender
will scramble for whatever cover they can find when
the bullets fly.
In looking at the situation before ever a card is
played * I’d say that the Japanese placement is
superior but their strategy perhaps fatally rigid.
Meanwhile the Americans commence spread out, in
open terrain, but with some interesting opportuni¬
ties to adapt all this to their advantage. I d expect
a close game . . . unless Lady Luck intervenes.
Turn I
Japanese: The first two range chits I drew for his
groups were high ones, and gave me quite a scare.
If the last two had been high ones also, this would
be a very short game. Fortunately, the odds were
in my favor and I have made out very well. His four-
man groups are placed well back from the action,
and his weak groups are up close where I can begin
their elimination. All I need now are some good
cards to work with , - .
Although these are usually considered good cards
and I would like to use them later in the game, they
are useless to me now. The Fire card requires 17
firepower factors and the best I can muster is 16
by using the Hero card with Group B. I cannot
double the light machinegun's firepower because
the Hero card has a red RNC, There are no terrain
or Movement cards in my hand, either; Faced with
this situation and this hand, I have no action 1 can
perform. So I must discard two and hope for better
cards. I’ll keep the Hero and the Fire card in hopes
that I can close the range on his Group A soon and
then fire on them,
American: After making my draw, I cannot com¬
plain about the cards I have. Except for the large
Fire card, the Move cards were nice and should be
helpful immediately. The start will not be too bad
if I just draw terrain and Rally cards on the next
turn. The thing the paratroop player must always
worry about is that first turn 4 'in the air”. If I can
avoid being hurt here, the game is off to a good start.
I am initially fortunate. Ron's two discards mean
I get a free turn without being fired upon. If he drew
no Fire cards this time, all will be very good. 1 will
move Groups B, C and D and hope to get terrain
cards next turn. I feel that I am only taking a real
chance with my Group C. Fire and Wire are all I
fear—for now.
Looking at the first turn, 1 am rewarded with a
great yawn. The Japanese discarded, poorly at that:
and the Americans passed up the opportunity to open
the fireworks.
Series Replay—BANZAI
Abbreviations:
Terrain: Br
-
Brush
Be 1
=
Building ~2
Bg 1
=
Building -3
Gu
-
Gully
En
=
Entrenched
F!
Flanked
Hi
=
Hill
Ma
-
March
5m
m
Smoke
; St
=
Stream
Wa
=
Wall
Wi
Wire
Wo
-
Woods
Op
=
Open
Positions;
-
Morale. Good Order
A
==
ASL
c
Crew
1
=
Infiltrator
L
-
LMG
B
-
BAR
M
Malfunction
i P
=
Pinned
i S
=
SL
T
Transfer
U
-
Unarmed
W
-
Wounded
Cards: C*
= Concealed, Value
Cw
= Cower
— Fire, Strength with Requisite FP as exponent
HE
- Hero
M
*= Movement
MFo
=■ Movement, Ford
MF1
= Movement. Flank
Rif
Rally
! Sn
= Sniper
Actions: AA
“ Weapon Acquisition
CC
= Close Combat
EN
= Entrench
IN
= Infiltrate
ML/F/R
= Movement Lateral/Forward t Re treat
TM
- Temporary Movement
RE
— Repair
SC
= Sniper Check
F#T
= Fire Attack. Modified Strength—Target
—
= No Action
iNore: tower case
type indicates failed attempt.)
17
Ron, given the nature of his hand, really had no
option but to discard. However, his choice of what
to remove as deadwood couldn 7 have been poorer.
In UP FRONT, the choice of one's discards are as
crucial as any play you may make ♦ The Japanese
tossed a high Rally card and a high Concealed card.
I seriously question his retaining the high Fire card,
and to a lesser extent the Hero , Both the R4 and
the CS are "multi-purpose cards * \ being useful if
one wants to engage in a firefight or if one wants
to move (as welt as being rather nice for any defen¬
sive player). The F6 is very limited; Ron is assum¬
ing that he ’ll be able to use it, while the others are
guaranteed to be played at some point in the early
stages. The Hero is, at best, questionable; nice to
have, but not to hold in a four-card hand. On the
other hand, the Rally and Concealed cards are never
“useless"!
Jim’s play is also fairly obvious—but a couple of
points can be made. Why, for instance, does Group
A pass up an opportunity to fire to make a prob¬
lematic entrenchment attempt? With the ‘*2" attack,
Jim has a fair shot at breaking at least one man in
Japanese Group A, and a middling chance at break¬
ing someone in Group B with an unmodified attack ,
This would pin either in open ground for another
couple of turns. Digging in without providing cover¬
ing fire for his moving forces is an "ostrich"
strategy > Too, it would have given him one more
draw from the deck for his limited hand. It would
have cycled more cards through the deck to get those
Buildings into play. And it might have focused
Japanese attention on his own Group A, which is
a sacrifice in any case , There is not one solid reason
I can think of for passing up this attack this turn
(and possibly forever if Ron decides to decimate
American Group A).
Now, turning to the movement, I’ve no quibble
with the movement of Group B or Group D. But the
dash forward with Group C is criminal. He is put¬
ting Group C in harm J i way to no avail. Better to
hold it back, entrench it and wait for the bigger
groups to arrive. Worse, the American has, at this
point, no Rally cards and no terrain for them to go
into! Group C is much too tempting a target. He
is playing into the Japanese’s hands , Never count
on your enemy being void of a card that can hurt
Turn 2
Japanese: Now 1 know why I had no Movement
cards. Jim has them all, £ had some consolation in
his poor initial position and his lack of terrain , but
that was short-lived as he is now on the move. He
probably will have some decent terrain cards to play
next turn, also. Meanwhile, I seem to have taken
root here in the open.
I now have the capability of firing from Group
B at either his Group A or Group C. Because Group
C is moving, the + 1 modifier allows me to use the
fire strength of "6”. That gives me over a 40%
chance of killing at least one man as opposed to
approximately 33% of the same against Group A.
So I will fire at Group C.
Drat! Both managed to survive, though pinned,
and a nice ‘‘Rally 6” card goes by during fire
resolution,
American: As was feared, he did draw a Fire card.
Group C takes it on the chin, but fortunately they
are only pinned. They will just have to duck here
and hope any follow-up shots are not killers.
Group C will hide behind a Wall and Group D
will waste the unusable Fire card as Open Ground.
Group B keeps moving, hoping to get to closer range
without intercepting any fire. Group A will open
fire this turn, hoping for a little luck. This also
means I use four cards, a benefit since some of the
ones I need later may come up in this draw. He plays
a Concealed on my fire. This really hurt since all
I got was one pin, and without the concealment that
would have been a KIA,
The exchange of fire was mutually damaging, but
the American—given the contents of his hand and
the position of his groups—has the edge by the end
of the turn ,
Since the American presented him with such a
golden opportunity to punish Group C, which is
seemingly rushing forward to embrace their doom,
Ron hurls some lead at it (Fire 5, +1 enemy mov¬
ing). Only mischance keeps the American Group C
viable; at the very least, Jim must now try to save
it with rally or terrain cards which might have been
more useful elsewhere, Ron’s other Japanese,
however, stand around doing nothing. Why did not
his Groups A and C, who seem stuck in the open,
at least try to entrench. It never hurts (especially
when on defense), shortens the game by a couple
of cards, and could even help is Ron can't find
Movement cards.
Jim ‘s continued movement of American Group B
is a low-risk decision, since the only thing that can
hit it is the Jap machinegun, and that with only a
"2" attack at best. If the Americans can get these
Thompsons into play, they are deadly. If hit, well
. . . e’est La vie/ this is in best paratrooper tradi¬
tion, The simultaneous play of Wall and Open
Ground are standard. But now Jim tardily opens
up with Anderson and Burke (Fire 2, —1 conceal¬
ment) on the Japanese fi rebase. And, as expected,
they pin a man and strip out a Concealed card ♦
Despite Jim r s protests, a KIA was simply too much
to hope for.
With the draw to refill his hand, the American
has nice flexibility. He has two middling-level Fire
cards (which could be combined nicely) which will
certainly be usable in the near future . A hill for his
moving group, a couple of Rally cards, and a marsh
to plague the Japanese with. Despite his broken
Group C, Jim is in great shape for this early in the
scenario. Ron has meanwhile boxed himself with a
poor discard and ignorance of the basic use of
shovels for exposed men; he will soon pay for his
lack of defensive acumen.
Turn 3
Japanese: He’s not risking very much by playing
another Move card on Group B because he’s too
far away from me anyway. The “weak” Group A
manages to pin one in my Group B in spite of my
Concealed card.
There is no need to use the Hero card to rally my
pinned man now, because I’ll be able to do that prior
to any fire resolution that may happen next turn.
And I may draw a Rally card. My lack of Move¬
ment cards is really beginning to hurt because 1 can’t
get any of my troops into covering terrain. So, 1
shall discard and hope, once again, that I can draw
a Move card.
American: All he does is discard—a real break for
me. He still does get to draw two cards thanks to
the concealment play, but I did need the respite. I
will continue to fire at Group B. this time with my
Group D, This will allow A a chance to Entrench;
one which they promptly fail. The cowards in Group
C are rallied and B climbs on the Hill. I hate to waste
this card at this time, but I expect him to start mov¬
ing soon and need to prepare against that. The fire
was a good thing for me this time. He Heroed the
pinned man, thus saving me from a future double
fire attack. The results of my fire were also highly
acceptable. I get a Pin to hold the group in place
and actually kill the Heroed man—meaning that he
wasted the card entirely. I can’t really complain
about the cards X drew, although a Movement card
would have been helpful.
The Japanese continues to dither while the
American web tightens around him. The shock of
seeing the "devils from the sky" seems to be
affecting this Japanese outpost longer than normal.
Again the Japanese player discards a Concealed
card (just after seeing how useful they can be) and
retains that useless F6 card! And, for all this, he
gets only two cards where he could have gotten four.
Why not hero Toga mi now, discard the Concealed
and Fire, and see what the draw brings. Ron cer¬
tainty wouldn 7 be any worse off than he is now and
might have more options next turn . If he wants
Movement cards with a four-card hand, he'd best
get rid of the excess baggage. After all, at this point
Jim doesn 7 need to close the range further than that
wall to win.
So, Ron pays while Jim plays. I can 7 even com¬
plain about Group A's attempt to entrench among
the flurry of American activity; they *ve nothing better
to do this turn. The attack on enemy Group B (Fire
2) strips out the Hero card hoarded so long by Ron
to no effect. That Concealed card the Japanese so
blithly tossed just now sure would have looked good
to him. I II bet. With only that Cower card a
problem, Jim’s hand after the draw still looks great.
If he can now get his folk moving after regaining
their breath, he'd have this game nearly in the bag .
Turn 4
Japanese: The situation is deteriorating rapidly.
He’s found a hill to camp on, and to increase his
fire strength. I spent my Hero card trying to save
my pinned man prior to his fire resolution, and Jim
managed to eliminate him anyway. And pinned
another man to boot. His Group C rallies behind
the wall, and is now in great shape.
I am left contemplating a Hero card that proved
to be a detriment to my cause. It served me no use¬
ful purpose, but took up space in my small hand
for four turns when I needed Move cards. Its
presence also encouraged me to hold onto the high
Fire card, thereby compounding my difficuties.
Looking at my situation now, one can see that I
would have been better off had I not discarded the
Rally and the Concealed cards. Yet, who among
you, the readers, would have counseled me to dis¬
card a Hero card? I guess this just proves that it’s
best not to draw a Hero card so early in the game.
The Fire card is not worth holding onto now, and
I don’t want to move into a gully because I need
to fire at him every chance I get. So I’ll discard those
two cards.
American: Another break. He discards and I get
another reprieve. If there were only Fire or Move
cards in my hand. What I hate to do now is give
him a break right back, but I must discard in hopes
of better things. The large Fire card will go along
with the Cower card. The draw of Smoke and Brush
are not quite what I had in mind. About the only
thing good is that I won't mind throwing them away
next time.
Finally the Japanese begin to sort themselves out.
But the initiative, and advantage, still lies with the
Americans.
At last the Japanese player cleans some of the junk
from his hand. And. despite Ron *s protests, his in-
sistance on hanging onto the Hero and F6 was
flawed play. I, for one, would have counseled him
to discard both on the first turn. The C3 and the
R4 were each easily the equivalent of that single
Hero card. Ron is perfectly correct; having a Hero
card early in the game if playing the Japanese or
Russians is a definite detriment , Only the Americans
(and possibly the Germans due to their automatic
discard) can afford to hang onto it for several rounds
of play in the off-chance that it will prove beneficial.
In point of fact, I am not adverse to discarding
anything from my hand unplayed — streams, marsh,
wire, fords, heroes. So very much in UP FRONT
depends on the player's ability to judge the flow of
the play t the situation he is in, his own plans, the
cards that have passed by and his chances of get¬
ting what he needs , the "worst case " events. This
entire process is much more critical with a four-
card hand, as opposed to the flexible five of the
18
German or six-span of the American , Looking at
Ron '$ situation realistically, he should have antic¬
ipated that he f d never play the F6. Only at relative
Range 5 would it be useful, and then only on an
undamaged Group B. Even the Hero wouldn’t help
take the Japanese A or C to firing level, nor a
damaged Group B, Unless Group B wanted to
charge straight up into the teeth of the Americans,
the fire attack would never be made; and his chances
of getting that group to firing position was in¬
finitesimal. So, we dispose of the F6 on the first turn.
Without it, the Hero card is much less valuable.
Don V misread me. A Hero card has its uses, and
it is flexible (useful in a number of wayj). But,
pinned in the open, without any bullets, unable to
get moving, and with the enemy dosing in, any Rally
or Concealed card looks more appetizing The
biggest advantage of a Hero card is its unexpected¬
ness—a Fire attack the enemy thought you couldn *t
make or the salvation of a man he figured would
be eliminated .. Conversely, its use is limited to one
man , whereas a C3 or R4 affects several. And, if
pitching or playing it earlier might have brought
Ron a useable Fire or Movement card, it would cer¬
tainly have been a fair trade , And, of course, there
is the plain fact that the play of one of those Con¬
cealed or Rally cards this turn that he instead tossed
would have left the Japanese much better off.
Can 'r really fault Jim for his play; the Americans
really don’t have an other options here. Only ques¬
tion is what to discard along with the Cower—the
F3, the Hill, or the Concealed , Since he wants to
progress forward, and since it will take the Jap a
couple of turns to sort himself out (and best) but
still able to bite, the Concealed is most important.
The Hill, with movement uppermost in the American
mind for a couple of turns, has its own uses. So l
too would discard the F3. Besides, there are many
more Fire cards than there are Hill or Concealed
cards; odds are that it is going to be easier to replace
the F3 than the Hilt or Concealed in his hand.
Turn 5
Japanese: Hurrah! There are Movement cards in
the deck, and three of them just found their way
into my hand. rd very much like to use all three,
but moving Group B would force the loss of the
pinned man. I cannot afford such a sacrifice at this
time. Moving up in the open when he has groups
at Ranges 3 and 4 entails some risk, I know; but
the situation is not likely to improve by waiting, and
I need to get into good firing positions before he
can consolidate his position. Anyway, my Group
B has high morale and should survive. Group A will
just have to take their chances.
Although 1 could discard also, I need to keep the
cards I have.
American: As I anticipated at the start of the game,
he begins to move up. This would have been a per¬
fect time for me to open up on him, but l discarded
the Fire card. The move with two groups allows
him to split my attention. At least the planned dis¬
card is beneficial to some extent. I will discard the
Marsh on Group A and get the Brush card out of
the hand at the same time. As I had expected, he
rejected the Marsh, but it served some purpose any¬
way. The draw of another Fire and a Smoke card
is not the greatest in the world, but maybe I can
hold him off until better things come up.
In a desperate attempt to ger something going,
Ron makes the only play he can, Moving Group A
and Group C forward makes perfect sense, despite
the concommitant risks . A stream or marsh could
be a problem, but any attack will be middling
(although even these can kill off a group, especially
since Ron doesn ’t hold a Rally card). But it is a
gamble he must take to remain competitive. That
Concealed/Movement card he just drew is, thus far,
the best thing he's seen in the game .
The American promptly discards, a Marsh to
abort the move of enemy Group A and the useless
Brush in his hand. Two questions naturally occur
to my devious mind:
Should the Japanese player accept the Marsh?
(Ron refuses it.) If he doesn V, his Group A is still
free to operate, although now moving and still at
Range Chit 0. He will be forced to halt before play¬
ing another Movement card (you don't want a
double move penalty at these ranges); so .. . two
turns before he is back in play. On the other hand,
if he accepts the Marsh, he is pinned—but at Range
5 with the American Group A in the open, leading
to a firefight he should win handily. Too. from the
Marsh at Range Chit /, he can threaten fire on the
short-range Group B. He would be able to pick away
at them unopposed (and at Group C hiding behind
that Wall) for several turns. On the other hand . . .
Quite frankly, if in Ron’s shoes. Vm not sure what
Ud have done. This is one of those instances in UP
FRONT where you rely on T 'gut reaction 'If I’d
perfect knowledge of potential enemy actions, of sur¬
rounding terrain, of what capabilities my troops
could perform over the next few turns, then the
choice would be obvious , But that r s what makes this
game so realistic. In a firefight at this scale, you
DON'T know (or have, at best, partial knowledge).
Much of what squad leaders and individuals do in
combat is dependent on their instincts and snap
judgements. And that's a large part of this game
system.
Further question, Should Jim merely discard the
Brush, or play it on Japanese Group C? Personally,
I d send the enemy into the weeds . When my oppo¬
nent moves a group, or especially two or more, I
must assume that he has favorable terrain. If I've
no fire on that group, and nothing worse to do to
him, and a spare Brush card to hand, then this play
may just throw his fancy footwork off step. At the
very least it forces him to waste a Movement card;
at most, it may keep him out of that Gully. Build¬
ing, or Hill position.
Turn 6
Japanese: Itm must have ran out of Fire cards or
he would have tried to blast me as I moved forward.
I was so happy to see him discard this turn. My
aquisition of another Woods card means that both
my forward groups can move into good terrain now.
It’s too bad that one of Jim's discards was a Marsh
card played on Group A. Had he not done that.
Group A would be at relative Range 5 to his Group
A in the woods now. That would have been a very
good firing position, and would have threatened in¬
filtration of his group. As it is, both groups are in
good cover for future advances. Could it be that the
fortunes of war (gaming) are about to turn in my
favor? I can hope so because 1 still need a Rally card
for Group B. 1 rejected that Marsh card on Group
A, and move into woods at Range 0,
American: Things are all of a sudden looking grim.
I have no cards to counteract his movement. The
play of the two Woods cards put him in a very strong
position. About all I can see to do now is to lay pro¬
tective smoke on Group B and try to dig in with
all the others. Apparently the boys have forgotten
how to use their shovels as both groups fail. This
is now a very bad turn as I only passed one card
through my hand. At least the draw gave me a use-
able Fire card for all those efforts.
The Japanese goes fishing and the American digs
holes, striking bedrock. Jim needs some demo
charges.
Nothing to say about the Japanese discard. The
draw brings him—at long last—some useable Fire
cards. With Concealment. Movement and Fire, Ron
is at last able to explore (and exploit) some of his
options.
About the American 'j play , / am less than
enthusiastic. The Smoke on the Hill is rather point¬
less; certainly no one's going to bother with them
and the hill itself is enough protection against the
LMG in B and four rifles in C And again Jim wastes
time entrenching ; Doesn’t he know that paratroopers
live for the skies, not to grub in the dirt? Seriously,
the entrenchments are pointless, especially as they
cost him the chance to garner another card for his
hand . In this game, you entrench only if you *ve noth¬
ing better to do, or in extreme emergency. Neither
pertains here. The American could have had two
discards or, if he was adamant about the Smoke,
played it and still discarded one card (due to his
elite status). Instead he pulls only one card; regard¬
less of its obvious usejUtness, he might have done
better still. Who knows what the next card could
have been?
Turn 7
Japanese: Ah so; Group B has deployed smoke!
That means they are planning to move up next turn.
With the two good Fire cards in my hand, I now
have a real chance to begin elimination of his for¬
ward group, though belatedly. My Group A will
fire first, and Group B will follow attempting to
destroy his Group A in a deadly crossfire. Although
I have movement cards for Group C, I shall wait
and hope to acquire a good terrain card before clos¬
ing to relative Range 5 with his counterparts. Group
B still needs that Rally card.
American: The previous failure to dig in hum A
again, I will have to play a Concealed card. Oh no,
the dreaded crossfire. Anderson routs and all the
group is left with is the lone pinned man. This is
a tough time to Lose someone. To add insult to in¬
jury, a Breeze wipes out B h s smoke cover. I will
rally A, put more smoke down on B, fire at his
group B with C, and try to dig in with D. Even
though the fire is modified to "0 T \ I at least have
a pin on one man. The entrenchment was also suc¬
cessful. Note that the Smoke card was played last
to insure it staying in place in case a Breeze was
drawn in prior resolution of my fire. The turn was
at least worth four new cards. Received a needed
Movement card and a fairly worthless Fire card.
The Japanese fire evens the losses (remember, the
Japanese can lose half-again as many men as the
paratroopers and still be viable). Opening with
Group A (Fire 4,-1 concealment), followed by
Group B (Fire 3), the Americans go down in hail
of lead. But . . . Burke is still there, if pinned.
Looking over some other Japanese options, Ron
could have fired on Group C (to me the most dan¬
gerous , in terms of game winning potential, of the
two). An attack from B (which could well pull the
Concealed card) followed by an attack from C may
have damaged this more strategically placed and
protected group. Again, "gut reaction * '—but Td
have fired on American Group C.
Ron dismissed his other option much too quickly.
Given the fire on American A. I would think that
C should have moved—either to flank B or D f or
forward at C. The flank move would probably be
worthless, since the flanked group should be mov¬
ing forward soon anyway. But the move forward
would put the other small American group under
pressure, Ron’s avowed desire in his strategy. Com¬
bined with A l s troubles, Jim would have a lot to think
about , Due to the Woods and the Concealed in his
hand, there d still be a —2 modifier to any attack
(even though the range shortens). The high morale
of these men should see them through into dose com¬
bat for that wali. Ron will have to do it eventually;
I say do it now while Jim is spread and distracted .
Meanwhile, determined to open his options, Jim
maximizes the use of his cards. Moores smokes,
Burke rallies, and Allen digs in. The fire attack (Fire
2, “/ concealment) keeps up the pressure on the
enemy firehose and reminds the Japanese that they
19
are still standing a round in the open. Interestingly,
the Cl saves a man; Hon must have learned the value
of these by now.
Jim’s draw is quite satisfactory. Except for a
middle-level Fire card instead of the F5, I don V
know what else he could wantFlexible power ,
Turn 8
Japanese; I think it is becoming dear at this point
that I have little hope of winning by holding him
off until time runs out. He's just too close to the
ranges where he needs to be. Therefore t I must
eliminate enough of his squad to break it, or severely
limit his chances of meeting his victory conditions.
That’s why it is so disappointing to apply a good
crossfire attack and see only one man eliminated.
Just as I finally acquire a Rally 1 card, Jim
manages to pin another man in Group B, which
means they still can't get out of the open. And when
a Breeze dissipates his smoke, he calmly plays
another one on his group.
I’ll rally one man in B and hope for another Rally
card. To increase my chance of drawing one. I’ll
use the Fire card to fire at Group A again. Maybe
I'll get lucky.
American; His fire attack was not that strong against
A, but I played the Concealed — 3 card anyway. This
was just to insure that A was not completely wiped
out and will help me save the Rally 5 card for use
against incoming fire on one of the large groups.
It also gets a card out of the hand in hopes of a better
draw. My large fire cards are worthless now. Not
really much else to be said for the turn except that
I will use my Elite US status and so can make a move
up with D and still discard one card. One real worry
I have now is that very few Wire/Stream/Marsh
cards have gone through my sight.
The Japanese fire attack (Fire 3, —3 concealment)
on Group A is something of a waste. Not that Ron
knew it, but fire here was sure to draw the Con¬
cealed card. Fd have thought long about using this
valuable Fire card on the American Group B.
Chances are that most players would, given the
modifiers already present, have allowed the **1”
attack to bore in. Against such low morale, Ron
might have broken a man or two. For the moment,
Private Burke isn’t going anywhere; so why not
ignore him and get more milage for your bullets.
That Movement card remains in Ron r s hand. / still
think it should be used for Japanese Group C.
Jim makes a solid move for the Americans, and
has a good discard (draw. Jim is ever so slowly
tightening the noose . If Group D can get into good
terrain (i.e., that Hill in his hand), its impact on
the Japanese in Group C could be devastating. With
both large groups on hilltops, there is nowhere for
the enemy to hide. And , with the Rally 5 card back¬
ing him, the actual dash across the open would lose
Jim little unless the Japanese in Group C can muster
the best " 8-firepower” attack in the deck (the F48
card).
Turn 9
Japanese: At last I will be able to rally Group B,
This comes not a moment too soon as Jim's Group
D has moved to Range 2 and threatens some un¬
pleasant things. Should it continue to move on to
Range 3, Group D would be in position to receive
a transfer from American Group C which is already
at that range. If that should succeed and he finds
terrain with a negative modifier, I can kiss this game
good-by. A lesser threat is for his Group D to con¬
tinue advancing and attempt to flank my Group C.
I must take action now to avert this threat. Group
C must advance to Range 2 now even though I have
spotted no advantageous terrain. This is not as bad
as it could be, because the " — 2" modifier for
woods and the Concealed card more than compen¬
sate for the “ + r* modifier for moving. By mov¬
ing now, I should avoid any effective fire from his
Group D because it is also moving. Finally, Group
C is my highest morale group and should hold up
well.
Moving to Range 2 will allow Group C to use
better Fire cards and, more importantly, will place
them in position to infiltrate and subsequently
eliminate his pesky Group C. That would remove
the immediate threat and significantly reduce the
pressure he is applying.
American; His move to relative Range 2 is quite
a suprise and also quite a help, I will now he able
to use the previously worthless large Fire cards. I
initially would have preferred to discard this turn
but now have decided to put D on the Hill and move
up with B. As usual, A fails in the attempt to dig
in. The shovel contract needs to be re-let. The results
of this are two groups to relative Range 2, If I can
lay down some covering fire and then get them to
Range 3 simultaneously, things will be going really
well.
Once again Ron 's play is tardy; what would have
been a solid play a couple of turns ago is now a
dangerous one . His Japanese move t timed to coin¬
cide with the Americans in Group D, could leave
Group C stuck in the open if he can t draw a ter¬
rain card—something you don ’t want at these
ranges. Another consideration in the play of this
game is, believe it or not. concentration of force.
/ like to keep my groups relatively close to each other
to offer covering fire and cooperative Close Com¬
bat ♦ The paratroopers have no choice in the matter
(although, the readers should note that Jim has been
steadily working his rear troops forward in parallel);
but the Japanese have one group edging ahead . Ron
may have some difficulty coordinating his efforts be¬
cause of this.
The Americans seem a bit greedy. Jim could have
compromised between the choices he mentions
above ♦ Rather than playing that Movement card on
Group B, he should have just played the Hill (which
really did have to be played at this moment to avoid
any unpleasant surprises) and. claiming his Elite
status, discarded the F5. Even with Group D. Jim
simply doesn V have the necessary firepower for its
use. Patience is a virtue , and there’s no hurry in
pushing Group B forward. Besides, without terrain
or concealment, B is at risk ; There is just too much
of a chance that Japanese A and B will open a
barrage that clears the smoke
Turn 10
Japanese: I didn't receive a terrain card, except for
the Building (which is a scenario-defined cower card
at this point in the game). I'll take advantage of my
free discard to dispose of it. Although Group C is
moving, it is still safer in the woods than it would
be if it stopped in open ground. Adding insult to
injury is his Group D's move onto a hill, giving him
better fire modifiers. In order to move more cards
through my hand, and to attempt to suppress his
Group C from taking part in any possible crossfire
attack. I’ll fire at it.
American: The fire on Group C won’t hurt a bit.
As a matter of fact, at this time a pin of a single
man would have been desirable. 1 would have gotten
to use my relatively worthless Rally 1 card. This
is a game anomally for the US player. Getting cards
through the hand can often be more valuable than
a minor discomfort. The results are even better than
I had hoped for, however. His machinegun broke!
A bit of luck here to turn this into a permanent result
would really he beneficial. To get even a bit, he
drops a Concealed against my return fire. As it
turned out, the bad draws make it unnecessary, but
I had hoped for a pin at least somewhere. Group
A still can’t dig in! At least the draw wasn't that bad.
The Japanese looks worse than ever by the time
the dust settles on this turn.
The Japanese group moving is definitely better
off staying in motion than in hitting open group. The
danger, of course, is that the Americans may dump
an unwanted card on them , Except for one Marsh,
we r ve seen none of the harmful cards (Wire, Stream,
Marsh) come out. Ron has got to be aware of this,
so keeping C moving is another of those 4t gut"
decisions. Meanwhile, his fire on enemy Group C
(Fire 4,-1 wall) succeeds only in jamming the
LMG , Group B may have been better served trying
to entrench; any move with them should surely draw
some serious fire from the enemy lines , And, with
the Americans closing in. Group A should also have
attempted to entrench ♦ Don't disdain the shovels;
they are at least as important as the infantrymen ’s
rifles.
To protect his moving group, Moores again tosses
a smoke grenade. Interestingly, the Americans have
drawn every Smoke card to appear thus far—a com¬
ment on Jim’s luck ,
The American fire on Group C (Fire 4. + / enemy
moving, + 7 hill, —2 woods, —l concealment) is
certainly worthwhile; despite their high morale ,
someone in Japanese Group C should pin . This
would allow Jim to begin destruction of this most
potent threat , And it is doubtful that Ron would
declare a Banzai with them when so much open
space intervenes , Jim has already shown that he ’s
holding high Fire cards.
I question whether Burke (American Group A)
should continue to try to dig in, or just retreat , A
backward move would likely go unchallenged,and
it puts him at Range 3—ready to join Group B for
a win. It opens up the options for winning; with
multiple simultaneous lateral transfers, one could
surely get in for a five-man group and victory , In
UP FRONT, you want to use every man (as well
as every card) possible. Jim is ignoring the poten¬
tial in Group A , It costs him only a Movement
card—vital as that may be—which might be replaced
in the draw.
Turn 11
Japanese: Blast! What a time for my light machine-
gun to malfunction. The danger mounts with each
turn. It is certainly possible that Jim could move
both Groups B and D to Range 3 anytime now,
providing he has the cards. If he does, the multiple
individual transfer threats he could pose would be
very difficult to counter. The key to stopping this
is his Group C, Ifl can eliminate it, the immediate
threat evaporates and Group D will be somewhat
isolated from the rest of the action for a few turns.
Eliminating that group also brings me that much
closer to breaking his squad.
Therefore, I must eliminate American Group C
with all deliberate speed. This was one of my initial
objectives which I have been woefully slow in
achieving due to my early lack of Move and Rally
cards. Now, I lack Fire cards, and cannot be sure
when I shall acquire some. Close Combat is my best
chance of attacking Group C so l must stop, even
if in open ground, and attempt to infiltrate. This
won’t be without difficulties, so Group B will at
last begin to move up hoping to help in some
capacity.
Where does he get all those Smoke cards? It must
be coming out of his ears by now.
American: He plays Open Ground on C, and B
moves! A golden opportunity for me to do some
real damage here. He must have drawn no Fire cards
at all. Group C's fire was to no effect but it drew
a Concealed card from his hand. I have saved a
better fire from D. Ouch! Bad draws on this fire
make it to no avail either, I am taking a chance and
moving my Group B. This is a bit risky, but I think
worth the trouble. I still have the big Fire card to
use and a Rally card in the bank. I got lucky and
drew a Woods card to hide in.
20
The Japanese move is pure desperation. Ron is
perfectly correct; at these ranges, his best chance
to wm will come with Close Combat—and he must
clear the small groups to do so. But he should not
discount the contribution of fire attacks, and leav¬
ing his LMC broken does just that * Too, that move
of Group B looks to be suicidal Looking over his
options, l don't understand why he didn’t move
Group A instead. This would threaten to overwhelm
Burke, give him some cover for the run forward,
bring some pressure to bear on enemy Group B
(who *s movement status means that Japanese A can
probably get where it wants to be untroubled). The
firehose is then free this turn to attempt either repair
or entrenchment . Either could be more profitable
than a dash to death. Again Ron has the right idea
(aggressive reaction) but errs in his execution.
The crossfire attack on Japanese Group C
squatting in the open by Jim misfires. Fire from
Group C (Fire 3, —2 concealment} and from Group
D (Fire 2 t +1 hill) was spoiled by poor draws com¬
bined with the high morale of the targets , / wonder
why the Americans didn 'tfire on the moving target
from from the hilltop—which would have produced
an attack of * '5 J \ enough to stop them in their tracks
even if Ron had played that Concealed card. The
lower morale might have left several men pinned
in the open for next turn . And that F2 would have
remained in Jim's hand for another shot—nearly as
good as a crossfire.
Meanwhile , American Group B takes the bit in
their teeth and comes forward under cover of the
smoke. Notice how Jim has alternated the Smoke
and Movement cards, showing a real tactical flair.
If Jim can pull terrain for them, he should have the
game all but won . Jim‘s patience with Group B pays
off handsomely as he draws a Woods card for them
to duck into. Group A finally entrenches, but it is
rather pointless f since all attention is on the groups
at Range 3 .
Turn 12
Japanese: I used one Buildings card for open ground
and another one pops into my hand. Unfortunately,
it still qualifies as a scenario-defined Cower card.
The Wire and the Fire are nice, but a Movement
card would be better.
Group C proved to be very tough cookies by with¬
standing his crossfire attack without so much as a
scratch. 1 must admit I was really sweating that one
out.
After moving Group B,1 remembered that I could
have attempted to repair the machinegun. That’s im¬
possible now as long as they are moving. Of course,
the repair attempt could have failed, and the group
would still be at Range 0. At least, it is moving
closer to the action and will be more effective when
the gun is repaired. But, alas, I have no terrain for
the group to move into.
And 1 have no Move cards to help with Group
C's infiltration attempt, so I T 11 just have to rely on
the high morale values.
American: It’s not a real surprise, but he infiltrates
my C to keep me from moving into a winning
position. Infiltration has many uses besides the
obvious. Here he is able to prevent both transfers
and a win with one move. I do not expect him to
use the infiltrated men for anything but a stopper.
The only way for a cheap win may be to retreat
Group A to combine with Group B. Of course, I
could always hope that a fire on C would get lucky
and get both infiltrators, I did get one, but the other
one is still a menace. Group A will move back any¬
way. It will not hurt to have as many threats open
as possible, 1 get lucky on the draw and get a Move
and a Hero, If the fire from B works next turn, I
have the game locked.
The Japanese begin, at long last, the sequence
of events that should lead to the destruction of Group
C in short order , Ron sends Fujiyama and Asanti
to slide over the wall. Trusting to their high morale
to get them in among Group C, Ron is not disap¬
pointed. ! am moderately surprised that Ron didn t
send all his Japanese in Group C over. But, in any
case, now the Americans will have to deal with this
annoyance. The strength of the Japanese infantry
lies in their Infiltration (morale) and Close Com¬
bat abilities. Let’s see how well Ron wields them
over the next few turns. Looking to ready himself
for all this, the draw brings him good cards but no
terrain.
Panting and puffing (I can testify that at least one
of them is a heavy smoker), the Americans in Group
B finally find the Woods. This shows what a little
patience can bring. They are now in position to pour
some truely devastating fire into the Japanese. By
simply holding them here, Jim can use every Fire
card in the deck , He can. with all probability, drive
the Japanese off and win the game—if he can pro¬
tect these low-morale men.
Group A (Burke) gives up that hole he struggled
for so long and retreats. It is perfectly possible for
him to dodge sideways into Group B for the Victory
Conditions win. And, in the heat of battle, Ron may
welt forget A entirely until it’s too late.
American fire into the infiltrating Group C (Fire
2, +1 hill) breaks Asanti, but leaves Fujiyama still
there. His odds to break both were not great (about
11%), but Jim is set up well for the next turn when
fire from Group B can sweep across. If Ron had
sent in all the Japanese, there might be a chance
he could eliminate Group C this turn before that
fire slams home. But no chance here.
Turn 13
Japanese: Two men from Group C managed to in¬
filtrate Jim’s group, but then one was pinned by his
fire. One infiltrator is not enough to eliminate both
men in Group C in one Close Combat. If 1 go into
combat now, I may lose my infiltration status as a
result. I’ll take a chance and wait a turn,
I missed my chance to discard Wire on Group B
while it was still moving but I’ll do it now. I’ll save
my Rally All card and hope for another Rally to
use on Group C.
American: The dropping of the Wire card came at
a bad time, or did it? I did miss again in a fire against
the infiltrator. Have another chance here, so I will
try to transfer A for the easy win. If he’s out of Fire
cards. I’ve got it.
/ can 7 help but feel that Ron is presenting so many
Japanese targets that Jim won V know who to fire
on first. With the F5 and Hero cards, the American
can punish any group he chooses. Looking briefly
at the Japanese, we find two groups moving and one
entangled with the Americans behind the Wall,
Again, looking over Ron s options, I think he has
mi splayed. By putting Group A into motion, he has
presented the Americans with the perfect situation
for Burke to transfer to Group B. With everyone
momentarily busy, it may be that he can V be stopped
by fire. It might have been better for Ron 's Group
A, rather than moving, to use the Fire card on
Burke, attempting to shoot him down as he ran back .
The Movement card could have then been used to
take Group B to relative Range 5 with the enemy.
Of course, the wire would not have been dropped ,
and casualties might have been high in Group B
(charging a Machine Pistol is not healthy) but a
Banzai or strightforward infiltration would tie down
the enemy Group B. Those Thompsons aren't so
good in Close Combat. So, fire on Group A and a
charge at Group B would probably have taken care
of that threat.
Meanwhile , Ron should either go ahead and com¬
mit Fujiyama to Close Combat, or send in the rest
of these clowns for infiltration. You won't keep a
single man infiltrated for long at these ranges. If
he'd charged Group B, Jim may well have chosen
to fire on the proximate threat (with likely deadly
effects) and ignored Group C. On the next turn, the
Japanese could then overwhelm Frattali and
McElroy.
But, luckily for him, Jim is not faced with such
‘hard choices. If Ron had even dropped the Wire on
Burke instead of Group B, the American player
would have had to think a bit. As 'tis, his only con¬
sideration is which group to hammer with the F5.
He opts for Group C (Fire 5, —I wire), killing one
man and brewing the infiltration. Meanwhile Burke
jogs sideways and Group D entrenches on the
hilltop ,
Oh, oh! Jim draws no Fire cards At this point,
with the Japanese ready to launch themselves into
Close Combat mode, this is not what you want to
happen. The only thing that could cost Jim the game
at this point is an ammunition shortage, the
paratrooper 's bane. Of course, if Burke makes it
in, it is all irrelevant.
Turn 14
Japanese: Yipes!!! Am I blind or stupid?! (Don't
asnwer that!) Jim has managed to move Group A
into position and initiate a transfer while I have been
worrying about Group C. I failed to see how close
he was getting to make a transfer, and now have
blundered into a first rank disaster unless I can pull
some magic out of the hat. If nothing stops it, the
transfer will be completed next turn, and Jim will
have five unpinned men in one uninfiltrated group
at Range 3 in terrain which reduces the strength of
fire attack against it. That’s called Victory Con¬
ditions!
The Wire doesn’t stop him because the 44 ^2”
modifier for being in Woods still gives him a 44 — l"
modifier. Another Wire card would negate his vic¬
tory conditions momentarily, but I don’t have one.
I have helped dig this hole by having both Groups
A and B moving at a time when I need them to fire.
Obviously, 1 must stop that transfer. Group A will
attempt to do it by using the Fire card. Although
the fire strength will be halved, I can take some
solace in the 44 + 3* # modifier I’ll have because of
his transfer and the Movement card. If that doesn 't
work, my only remaining chance is to attempt in¬
filtration with the one available man in Group C.
Note that a Banzai attack doesn’t work because 1
would have to wait a turn for Close Combat, and
by that time Jim would have won.
If Lady Luck is ever to smile on me, now is the
time.
American: Rats! He did have Fire cards and
managed to pin Burke to save his position. I don't
really have that good of a hand at the present time
so I’ll play the Hero to save the pin and play the
Brush, and use the Sniper, This is another attempt
to run cards through my hand. It is possible I should
have held onto the Hero in hopes of using it against
one of his groups with the doubled firepower effect,
but I really think I need to see more cards at this
time. The Sniper managed to find the man I wanted
to hit but just couldn’t draw a high enough number
to do any real damage. I'm still in a winning posi¬
tion but now I am out of cards to back up the neces¬
sary moves.
Japanese fire from the moving Group A (Fire 2
halved. + / movement, +2 transferring) stops Burke
in his tracks (17.84), If this had not worked (and
there was only about a 50-50 chance of breaking
him assuming that Jim held no Concealed cards),
then Togo and Kobayashi would have made the
desperate and problematical attempt to infiltrate the
wired group. Ron has the opportunity to waste his
Rally All card to bring back one man . Since all this
smacks of cycling cards through his hand , why didn't
Ron also toss that Cower card?
The American does all he can to pass cards
through his hand. Jim needs some impressive Fire
cards or some Movement cards to open up his
options. The Sniper is a long-shot, but a cheap
gamble. Unfortunately , while he had Togo in his
sights, he missed. Jim's draw isn't bad (although
the Pillbox is a Cower card, and a waste). The C2
and F3 both will surely play; indeed, as we near
the point of bayonets and gun butts, I’d say they
are the most valuable cards in his hand ♦ The
American wants to gamer as much concealment as
possible, ignoring incoming fire (using his Rally
cards to bring broken men back).
Turn 15
Japanese: Whew! A high RNC saves my neck on
the fire resolution by pinning the transferring man.
Even though Jim played the Hero to revive him,
the transfer has been squelched, and the game con¬
tinues. He apparently doesn't have a Movement card
for another attempt. That's good because I'd be hard
pressed to stop him now. I'll play the Sniper on
Jim's Group B in hopes of eliminating one man and,
therefore, reducing his chances of pulling that trick
on me again. I didn't think to discard the Cower
card last turn in my desperate attempt to prevent
his win. 1*11 do that now,
I must calm my nerves after last turn's near miss.
What happened is only the most glaring example
of inefficient piay, I cannot afford to be so careless
against an accomplished player like Jim. Although
I have a little breathing room now, many problems
still exist. Jim has three groups at Range 3, and
could move the other one up at any time. I cannot
hope to hold them all off unless I begin to signifi¬
cantly reduce the number of personnel in his squad.
American: Now we wait. His Sniper pins Martin.
This may actually be a blessing in disguise because
I will get to play the Rally 1 card to look for the
crucial Movement card. Maybe a small shot will
get lucky. It doesn't, but I can hope for the draw.
That hope is also dashed with the draw of some non¬
descript cards—that is—no Movement card.
The Japanese seems to be just marking time, and
accomplishing precious little. He had many possi¬
bilities open t and chose the most passive. White the
transitory Sniper pin on Group B has its uses, it
really changes nothing and does not serve to im¬
prove the Japanese position one whit ,
Instead he could have put Group B behind that
Wall and then tried to repair the IMG—a signifi¬
cant action. With Group C healthy again, he might
have tried infiltrating the enemy (American B and/or
C). He may have used that Movement card to try
a Lateral Man Transfer to Group B to increase their
hitting power. He could have taken Group B another
step closer to try infiltration next turn. Any of these
would be a gamble of course, but positive in outlook .
While the draw for Ron is nice r these are essen¬
tial defensive cards. This is not what he needs . The
Japanese must take the bayonet to the Americans,
and for that he needs Concealment and Movement
cards.
The American fire on Group C (Fire 3. + 1hill)
isn H r to be discounted, and it pins a man. But, Jim
needs kills right now. He may have been better
served to hold his fire , waiting to stretch the
Japanese hand next turn , accenting its deficiences
in responding to several threats.
Jim might have foregone the Rally card and fired
on either other Japanese group who—beacuse they
are moving and have a lower morale^offer higher
percentages for multiple pins. A shot into Group A,
for instance, might have taken them out of the chase
of Burke and improved his chances of getting into
Group B. On the other hand, Jim might have con¬
sidered holding onto the F3, rallied Martin, and dis¬
carded the Cower card for a two-card draw . On
reflection, this strikes me as his best course .
Turn 16
Japanese: We’re playing one of those little ‘'mini-
games" we sometimes get into wherein Jim fires
and pins man or men, and I rally him/them in the
next turn. Jim fires again and I rally and so on and
so on until one of us runs out of cards. Very frus¬
trating and nerve-wracking. Especially now, be¬
cause I would like to infiltrate his Group C with
all three members of my Group C to give myself
the best chance of eliminating his group. But he
keeps pinning them. So, I'll rally again.
Elsewhere, Group A ducks into a gully in prepa¬
ration for dosing on its opposite number for infiltra¬
tion. Infiltration is becoming a specialty of mine in
this game. Group B finally finds some decent
terrain.
American: Am depressed now. He gets terrain and
I don't get any Movement. My fire misses and the
draw is also bad, I still wait for a chance at a fast
win or disastrous loss,
A well-played Japanese move; no flair but no
errors either , We could debate endlessly as to
whether the placement of the Wall and Gully should
have been reversed. Suffice to say that both possi¬
ble plays have their strong points and their disad¬
vantages. Besides keeping Group C intact to take
on the Americans in B and C r Ron must repair that
LMG to give himself some effective hitting power.
The American fire again doesn 7 faze the Japanese
(Fire 2, +1 hill, —1 concealment), although it does
pull one of those now valuable Concealed cards from
Ron's hand, By pitching the Cower card at last, Jim
picks up a good Rally card , Too bad it couidn 7 have
been some bullets. There is absolutely nothing Jim
can do here except store up Concealed cards and
fend off any stray shots from the enemy ,
Turn 17
Japanese: The Concealed card helped to prevent
any pins in my Group C. Now is my chance to get
more infiltrators into his position, Both of these men
have high morale values, so I'll not play any Move¬
ment card on them and accept a morale check.
Group B will attempt to repair the light machine-
gun, and Group A moves foward in the Gully, Clos¬
ing the range will help me to finally eliminate his
one man remaining in Group A.
American: Here he comes. The machinegun is
repaired and there are more infiltrators. A very bad
turn for me, I can only play Smoke and discard
Brush and hope.
At this time, we reach the second crucial point
in the game. It seems that I erred in not combining
groups at Relative Range 2 (B or D with C). From
a good winning position, the game has turned against
me with Ron performing his favorite tactic of in¬
filtrating to prevent transfer. He has managed to turn
the game into a firefight instead of one of maneuver.
This is a change which will hurt since I am ill pre¬
pared to win this type of contest.
At last the Japanese player repairs his LMG. but
it may be too late ♦ Obviously, Ron is coming with
a rush. However, / think he should have laid some
groundwork first for his path to glory . The Japanese
should have fired into Group B from his own Group
B or C Since the American Group B is sure to pro¬
vide some fire into his infiltrators, neutralizing it
would be a real boon . Fire upon these Americans
might pull a Concealed card from Jim—all to the
good from Ron's standpoint. Softening up the
opposition is never a bad idea; and if he waits, Ron
may lose his chance . / think this course might pay
better dividends in the long run than repairing the
LMG ,
The infiltration of Group C finally looks like some¬
thing that Ron can be satisfied with. It better be,
it is probably all he s going to get. Even though one
man broke, Ron has the possibility of eliminating
both Frattali and Me Elroy in one fell swoop next
turn . Should that come to pass, things are begin¬
ning at last to turn the Japanese way.
Looking for some kind of break in his recent luck f
Jim drops Smoke with Moores and tosses the Brush,
21
As I feared, Ron has lost his best chance to sup¬
press Group B. Jim chose to retain the Building,
a mistake since this game will probably be over long
before they come into play. As to the discard of the
the Brush—why not onto Group A, leaving them feel¬
ing a bit exposed? (As the American here, I’d have
w assume they were dashing for Woods, Hill or
Gully).
Turn 18
Japanese: Dam! A "morale 5 man " fails his morale
check. Good help is so hard to find these days. At
least two men made it in, and Jim apparently doesn’t
have Fire cards. Do I detect a slight shift of fortunes
to my side of the table?
I have a decision to make. I had hoped that all
three men in Group C would be infiltrators by now.
A three-on-two Close Combat would be less risky
than two-on-two. Of course, I have a card to rally
the would-be infiltrator, but it would take at least
two turns to infiltrate with him. I don't expect Jim
to sit passively while I attempt to align more force
against him. If he acquires a good Fire card and
manages to pin my infiltrators, I may never get back
to the position I'm in now. So, the Close Combat
will have to happen wow, and I’ll just have to rely
on the high CCV's of my infiltrators to win it.
Elsewhere, Group A finds some Brush and Group
B will fire with its recently repaired machinegun
at Jim's Group A,
American: He takes a Fire 0 at Group A. I would
hate to lose this man, or even get him pinned, but
I feel I must save the Concealed card, I was right
on that score as he misses, but now have to face
the Close Combat versus my poor fellows in Group
C, The Close Combat will decide a lot in this game.
He is trying to split my groups B and D to really
put the pinch on getting victory conditions. About
the best I can hope for is to split the CC with one
loss apiece. I'm really glad 1 saved that Concealed
card now.
The results were not quite what I had hoped for.
My Group C is wiped out and he claims the Wall
as the fruits of victory. The slaughter of one
Japanese was not a real consolation, I now must
hope for good results on my shots at his Group A
and wait for a Movement card to transfer Burke for
a win.
Despite his play of a Concealment, all of the men
in his Group A are pinned.
Togo and Fujiyama show their prowess in Close
Combat * eliminating both the Americans that com¬
prised Group C. Jim s play of the Concealed card
means\ however t that Fujiyama dies too t his fingers
locked around the throat of McEiroy. In the process,
Ron at long last gains some cover for the survivors
of Group C. Ron's decision to send them in proves
itself. But then, the worse that could have happened
would be for both men to gang up on one American *
probably retaining the infiltration in any case.
The fire on American A (Fire 2, —I brush, — 1
entrenchment) seems rather pointless. / *d think that
a “O’* attack on Group B would be more profitable,
Ron may be concentrating so hard on eliminating
these small groups that he is missing the picture of
what Jim p s group in the woods can do to him at this
range. When you We an equivalent attack, and all
other things being equal, fire on the larger group.
Draw of a Concealed and a good Fire card couidn 7
be better.
American fire (Fire 6,-1 wire , — / brush, —1
concealment) turns Group A into a quivering mass.
Discarding the Cower card. Jim finally pulls that
Movement he needs, and a fair Fire card to boot.
Looking over this turn t Vd call it a toss-up . Both
players have been seriously injured; neither fatally.
Both have potential strong actions next turn; both
have problems to face . Casualties are still equal.
A Japanese advantage, but Jim has tnore possibility
of eliminating enemy men at this point. So> from
22
a one-time American cake-walk, the game has trans¬
formed itself into a tight situation where either player
could win .
Turn 19
Japanese: 1 was very relieved that the Close Com¬
bat was so successful. Each of my men were able
to take out one of his and so eliminate the group.
The only disappointment was the loss of one of my
men also. Having eliminated the group entitles me
to claim the terrain they had occupied, so bloodied
Group C finally gets out of clear terrain,
I am not so fortunate elsewhere. My fire fails to
hurt his Group A, and Jim manages to pin every
man in my Group A with return fire. I guess my
decision to attack last turn was a good one, because
he did have a Fire card.
I only have one Rally card, and 1 choose to play
it on Group A because it is in the most danger right
now. Group B will again fire at the only man who
can still transfer to a group for a win.
American; Once again a Rally card appears. He
always seems to have one up his sleeve at the most
inopportune time for me. Luck is on my side a bit,
however, when a Fire 2 fails to disturb Burke in
the least, I now have a reasonable chance provided
he gets no large Fire cards or I can at least draw
a good Concealed card.
I will now try once again to transfer Burke and
take a shot at his Group A. The fire is again suc¬
cessful so I will dump the Smoke card on Group
B hoping to lower his fire strength enough for the
win. My draw will allow a lot of fire if I don't get
lucky enough to nab a win next turn.
The rally of Japanese Group A was imperative.
So, having done that, Ron proceeds to squander his
own fire again (Fire 4, —1 brush, —7 entrench¬
ment). i am firmly convinced that Japanese fire on
Group B would be better. While a KIA on either
target would end any hope for an American win by
massing five men, the chances of a pin is higher
when firing on B. And the final modified attack
would be a "J JJ rather than a "2 Any damage
to Group B would cut Jim’s firepower, pin him on
the Wire at least for another turn, and force Con¬
cealed and/or Rally cards out of the enemy hand ,
Ron seems to have a fixation on this small group;
and this inflexibility could cost him the game.
The American Burke , still wanting company,
again requests a transfer to Group B< If he makes
it, of course, that‘s the game. Moores dumps Smoke
to help cover him , However, I suspect that the
Japanese will fire on Group A directly—they have
a better chance of aborting the transfer that way ,
Meanwhile , covering fire from the hill (Fire 4, A-1
hill, “7 brush) pins everybody in the Japanese
Group A, again* If I was Ron, Id be real worried
about Group A . . . and even more worried about
that transfer ,
Jim's dropping of the Smoke card seems almost
a 1 knee-jerk ‘' reaction. I think that if he had thought
about it t he would have realized that this could help
Togo in his likely attempt to infiltrate.
Turn 20
Japanese; Here he comes with that transfer from
group A again. As before, if he completes it, he
wins. Obviously, I must take whatever action I can
to stop it. Group A is pinned again and cannot help.
Fortunately, 1 have two ways to thwart his attempt.
Group B will fire at Jim's Group A, hoping to pin
the man as was done once before. If that doesn’t
work, my only other chance is to infiltrate Group
B with the one unpinned man in Group C.
This sure is a closely run operation.
What a time for the machinegun to malfunction
again! My fire doesn’t work, so I must now depend
on infiltrating Group B. I can't chance losing a
morale check, so I’ll play the split Rally/Movement
to avoid it. His Smoke helps me by allowing two
shifts to the left for the RFC. Now I draw one card,
and if the RPC is black this game is over,
American: The best of luck starts off the turn. His
gun malfunctions and Burke lives. As is his normal
ploy, however, he succeeds in an infiltration of
Group B to keep the game up in the air. 1 will com¬
plete my transfer and wait for just a bit of luck in
order to eliminate his infiltration and claim the win.
The fire from the Japanese fi rebase (Fire 2,-1
brush) goes awry when the IMG again jams. Sure
hasn’t been Yoruba's day. Now Ron *s only chance
to avoid the American victory is to infiltrate with
the sole functioning man—Togo! Wisely he uses that
Movement/Rally card to best advantage . Togo
blends into the smoke-shrouded Woods ♦
Without the IMG , and with Group A broken,
those high Fire cards in Ron *s hand are a detriment .
At least he knows that Jim hasn 7 got them. The
Movement card, however, is vital to any slim chance
he still has.
Burke is back. And the other Americans now come
pelting down the hill. It should be noted here that
the Buildings have become playable, so I suspect
that Group D is rushing to shelter. From that range
they can eliminate enemy Group C, and possibly
turn the flank. However, it should also be noted that
the deck has been reshuffled, so the Marsh and
Stream cards are lurking around somewhere. Jim *s
play of the Movement card also brings him a draw.
Turn 21
Japanese: Hurrah! The game ain't over yet, folks.
This is a very interesting situation, Jim has five
unpinned men in one group. They are at Range 3
and in good terrain. But, he still doesn't win be¬
cause that group has been infiltrated. It sometimes
pays to read your victory conditions carefully.
This is t of course, a precarious situation which
forces a difficult decision. I could go ahead and enter
Close Combat this turn. My infiltrator has a very
good CCV compared to any of his, and should win.
That would reduce his group to four men once more
and it would be sometime before he would be in
position to attempt transfer again. However, if I lose
the Close Combat (and I could if he has a high value
Concealed card to play), he automatically wins the
game—and I would know that I assisted in my own
demise {I mean beyond what I’ve already done).
I could postpone Close Combat until I have a
better chance of success—say, after pinning some
of his men with a fire attack. After all, as long as
I maintain infiltration, he doesn't win. But a suc¬
cessful fire attack on Group C, or a Sniper attack,
or even a Close Combat of his own could pin or
eliminate my infiltrator and give him the game.
Calculating the odds of success with either tactic
is extremely difficult, if not impossible. It all boils
down to one question. If I am going to lose, how
would I want it to be? I prefer to go down fighting,
so I'll enter close combat now.
I'll use the Movement card to avoid a morale
check because failing one would be a disaster. Group
B will attempt to repair the machinegun,
American: Does he have the guts? Unfortunately
the answer is yes. After surviving on his own for
all this time, Burke dies the minute he joins up with
his comrades on the bayonet of a crazed kamikaze.
The protective Smoke has also blown away and
Group B is left in quite a precarious position. I will
have to try to eliminate his Group A and go for the
75% win at this time.
The fire against Group A does work beautifully
as all of his group are blown away. Now to deal
with the rest. They'll be a bit tougher since Group
B is still infiltrated and my draw wasn't the best
in the world. I will just have to accept fire versus
the low morale men in B and depend on luck for
the rest.
Although he is unaware of it, the Japanese player
must commit Togo to Close Combat this turn. Other¬
wise, the Americans in Group B will unleash that
F8 card and likely end the infiltration (and the
game). With no fire options. Ron must seek to kill
a man this turn. Hoping to take on Martin or Degi
(each with a CCV of only "5 1 j> he instead is
matched with Burke, Burke, struggling for eight
turns to get here , runs smack into a bayonet . The
game is now reduced to its basics: who can break
the other side first . With the LMG broken and five
men pinned, with unuseable Fire cards in his hand
and no draw, the Japanese look to have the short
end. Only the C2 Ron pulls provides any glimmer
of hope.
The Americans begin the process by sweeping
away Group A (Fire 8, —I wire, brush, —2
concealment). Jim *s Group D goes into the Build¬
ing, where they are now well placed to fire into the
Japanese. If Jim can draw Fire cards from the
reshuffled deck, he can pick the enemy apart over
the next couple of turns.
Turn 22
Japanese: I was so happy to see a black "6” turn
up for the Close Combat resolution RNC. I won
and stayed infiltrated, to boot. Noting that the man
eliminated was the very one who had just transferred
into the group caused me to realize that 1 have now
eliminated Jim's most forward groups. That was the
what I set out to do twenty-one turns ago! Better
late than never, I guess. It seems that I have spent
the whole game parrying one threat after another.
I didn't have much time to enjoy my victory in
Close Combat, however, before witnessing my
Group A being cut down by a hail of bullets from
his Group B,1 have now lost over half of my squad,
but being Japanese keeps me in the game.
Interestingly, both Jim and I need to eliminate
three more of the other's men to win by breaking
the opponent’s squad. This game is becoming a real
slugfest. I need to get better cards and will discard
this turn, rather than attempt repair.
American: A Japanese discard turn helps. I will
send Myers and Greenwood in against his Group
C as counter-infiltrators. With any kind of luck at
all I may be able to counterbreak his squad and let
my Group B off the hook. I do get a good Fire card,
but the Gully is a bit late to be of any use to my
battered paratroopers.
The Japanese must dump some of this junk. With
the Concealed card used in a vain attempt to save
Group A. Ron s hand is useless. However, his draw
is almost as bad as what he tossed.
Using the Movement card to insure that Green¬
wood gets in, the American goes for the destruc¬
tion of Group C in Close Combat, His two men that
have infiltrated it may, however, have a tough time,
since their CCVs are not all that high.
An interesting possible strategy for Jim would
have been to use that Movement card for a Lateral
Group Transfer. He would be gambling that the
Japanese have no significant Fire cards in for Group
B, but it is a carefully calculated gamble—especially
since Jim has both terrain and good Rally cards to
back the play , This would force Ron once again to
face the potential of a transfer of a man (in either
direction).
Turn 23
Japanese: Now is my turn to be infiltrated. Group
C is in some real trouble unless I can get good Con¬
cealed cards to add to the CCV values of my men,
and, maybe a Hero card to rally the pinned man be¬
fore the Close Combat that is surely coming. 1 can
draw three new cards by discarding two, and using
the Movement card to move Group B forward. I’ll
keep the Gully to use next turn.
American: A Move and discard by the Japanese
gives me a bit of breathing room The Close Com-
23
bat does result in one casualty for him but not both.
I will take a fire attack versus B now with hopes
of breaking the potential infiltrators at least. This
may have been an odd thing to do, but i felt that
1 needed to keep both groups off balance. The fire
is not successful, so the tactic obviously was not
good. The draw of a Rally card now leaves my hand
with nothing but trash.
Simply to clear the card, the Japanese in group
B lurch forward. I think it would have been more
profitable for Ron to repair the LMG. If fixed, both
those Fire cards would become playable and he
could have raked the enemy Group B over the coals .
Nor would he have put Okimoto and friends in
danger by rushing right up to the muzzles of the
Thompsons.
Nor do l understand the delay in sending Togo
into Close Combat again. That Movement card
would have seen him in ♦ Every turn that passes in¬
creases the percentages of the Americans turning
devastating fire on Group C. Ron must assume that
Togo is a walking corpse and 1 !make hay '' with him
while the Rising Sun still shines. His chances of
knocking out Martin or Degi are very good, and he
could even retain infiltrator status. It is a waste to
simply let him sit after the victory over Burke , You
should never give an opponent two turns in a row
without posing some kind of threat, especially at this
late moment in a game.
Greenwood and Fox bash the pinned Japanese
in Group C, leaving only Togo to be dealt with. The
fire on Group B (Fire 3 t —1 wire, + / enemy mov¬
ing, “2 wall) drew no results. Jim needs to pin some
of the Japanese to put them down. He needs but two
kills to win . Assuming that he can eliminate the
dithering Togo next turn, Jim must still KIA one man
from Group B. But they are running into his sights,
Too bad he has no Fire cards.
Turn 24
Japanese: This situation is almost identical to that
of last turn, I still need Concealed cards. Unfor¬
tunately* I don't need a Hero, To get three cards
out of my hand, 1*11 play the Gully, and fire from
Group C with the two Fire cards. I know this will
forfeit my infiltrator status, but I don't really need
to stay infiltrated anymore. Who knows, I may even
get lucky with the fire,
American: He jumps into the Gully. Now to get
the last two men for the win. Martin is pinned by
his fire but I have nothing to fear from this. If there’s
one thing I have in abundance right now, it's Rally
cards. Close Combat is successful against Group
C, I now need merely to get one man from Group
B to satisfy the victory conditions for breaking his
squad. The gain of one card to the hand is of no
help, however, since my draw is again disap¬
pointing.
Instead of going for the high percentage kill
through Close Combat, Togo breaks his infiltration
by spraying American Group B with relatively use¬
less fire iFire I + Fire I, + / wire, —2 woods).
Predictably, it pins only Martin. If Ron had wielded
Togo as he should, it is perfectly possible that he
could have eliminated two more men from Group
B in addition to Burke. This would have taken the
Americans to the threshold of defeat ,
Martin is promptly rallied during the American
turn, returning this firehose to its former power.
Meanwhile, the team of Greenwood and Fox does
a tap dance on Togo. Notice that, once committed,
Jim has used his infiltrators to best effect. He has,
in so doing, lefi the Japanese with very few options ,
Turn 25
Japanese: The last two turns have been bad ones
for me, Jim eliminated my two highest morale¬
valued personnel with no trouble at all. If I lose one
more personality card, my squad will break. Now
that I have only one group remaining, Jim can fill
his hand to seven cards. At that rate, it won't be
long before he has just the cards he needs to finish
me off. He’ll move Group D adjacent to mine; or
worse, he'll move it to effect an encirclement. Then
the deadly crossfire attacks will commence, I can¬
not retreat to avoid this or he will use individual
transfer to form a five-man group and win. Even
a lucky sniper shot could shatter my squad.
My best time to strike at him is now while his
groups are still separated, but the only Fire card I
can use is weak and his groups are protected by good
terrain. Nor can I afford to wait to get better cards.
My previous experience with Close Combat has
shown that it could take a number of turns before
an effective attack could be made.
But, I have noticed quite a few Fire cards flow¬
ing through my hand, and Jim has used a few also.
He just might not have any in his hand right now.
Even if he does have some, the Wire and Smoke
will reduce its effectiveness, and Group D can't even
shoot at me while I’m in the Gully. So, in case you
haven't guessed by now . . . BAN2AP.W
I know it’s risky, but I have higher CCVs than
he does. Anyway, who would forgive me if I played
the Japanese in a Series Replay and didn't make a
Banzai attack?
American: Having absolutely nothing in my hand
worth playing, all I can do is discard and face the
Banzai , I was somehow expecting this tactic now.
He has decided to force the game. If I had just one
good Fire card, all would have been fine. But my
valiant troopers have run out of bullets at the wrong
moment. As it is, there is nothing to do but let this
attack decide everything. I will discard two cards
in hopes of drawing Concealed cards to aid in what
shapes up to be a very dangerous situation in Close
Combat. The draw actually gives me the Fire cards
I had wished for the previous turn. Will just have
to take what comes.
Let's pause and look at the possible Japanese
plays for this turn. They come down to only three —
fire, infiltrate, charge.
The F2 card would bring only a mediocre attack,
one that might cut Group B 's return fire (note that
Group D can Y fire on the Japanese). However, odds
are that the Americans will still be able to mass some
14-15 firepower factors. If Jim has a high Fire card,
even the Gully won't keep someone from breaking ,
With no Rally cards in his hand, this would be the
end.
Infiltration comes off as a poor second choice.
To make it worthwhile, everyone should go in (Ron
must kill three enemy men, remember). He would
be risking not only the defensive fire, but the possi¬
bility of one or two men failing their morale , He
could assume that Okimoto would pass, and use the
Movement card to insure someone else does, but
the last two would be forced to draw for morale ,
Nor is the infiltration assured. Figure that when the
dust had settled, only two men would be infiltrated
(approximately a 63% chance). This won't bring
him the win in quick order, and time is definitely
of the essence.
So, distasteful as it is, the Japanese declare a
Banzai charge. It doesn Y matter if Jim has a high
Fire card ; if he does, any of his other choices would
have been just as bad , If Jim has no Fire card, Ron
will have a very slim chance of winning . But it ‘$
better than none.
With the Banzai cries ringing out and no bullets,
all the Americans can do is search—in vain—for
Concealed cards.
Turn 26
Japanese: Ah’ He didn't have Fire cards. I just
might pull this off. But after drawing RPCs to
determine who is attacking whom, I am not so con¬
fident. I was hoping that the man with the malfunc¬
tioning LMG would join with another to attack
someone. Instead, he alone must be paired with the
highest CCV in Jim's group. His CCV of 5 ( — 1
because of the malfunction) is two less than that of
his opponent. Everyone else seems to be in good
shape with CCV differentials of +5 and +6 to my
favor.
I'll pick the order of resolution so that the mal¬
functioning LMG goes last. Jim might use up any
Concealed cards he has on the first two resolutions
and have none left for the third. And, of course,
it postpones the moment of truth to the very last.
This is definitely the last turn of the game. Either
l win or Jim does.
After resolution, I don't know whether to laugh
or cry. I came so close to snatching victory from
the jaws of defeat—but didn't. But 1 didn't lose either
and, considering the situation, I probably should re¬
joice, J won the first two resolutions, but on the third
I drew a card with a RNC exactly two greater than
Jim's, and both men were eliminated. So both
squads break simultaneously. We interpret that as
a draw,
American: Now for the finale. His Close Combat
modifiers are quite a bit greater than mine so that
works against me. In my favor is the fact that I must
only kill one man before he gets three of mine. I
would like to see all of his men against one of mine
in order to use the Fire cards from D in my turn
to get a win. It's nail biting time as he does get
positions against three of my men, all of which, but
one, are at disastrous odds for me. The game is
definitely on the line.
As expected, he takes the easiest ones first, with
Sakai and Fusano killing Moores and Okimoto tak¬
ing down Degi, I have the advantage on the last CC
but just by two. The result of this final attempt (both
squads are one man from breaking) is a real heart
breaker. I draw a red two and his zero kills both
men; a draw by simultaneous death!
What can be said? The permutations of possible
Close Combat match-ups and results are endless .
Literally either player could have won. Lady Luck
decreed that they both lose—which is how I define
this "draw”.
Post-game
Japanese: As advertised, this was a hard-fought
struggle, featuring a lot of hand-to-hand combat.
Very bloody, also; a total of seventeen personality
cards were eliminated in the fray. And, as with any
rousing good brawl, the outcome was in doubt until
the last card was played.
Though he was denied victory, Jim should be con¬
gratulated for his play. He quickly overcame the
awkward position fate and I placed him in, and
applied steadily increasing pressure on me. I was
so busy countering his threats that I never had time
to pursue my own couse to victory until, of course,
the last turn. It is interesting to note that Jim’s first
attempt to win came on Turn 13, and it took desper¬
ate fire from a moving group on my part to turn
it away. Who, at that point, would have predicted
the game would continue for another thirteen turns’
In UP FRONT or BANZAI, the game isn't over 'till
it's over. I also should note that the group that saved
my bacon by pinning the transferring man was a
weak one which wasn't expected to do anything but
occupy space. Things rarely happen as planned in
BANZAI , and it's this unpredictability (or “fog-of-
war") that is the beauty of the game.
Though it might be expected, I shall not lament
over poor luck in this game. I had bad luck at times;
but I also had some incredible good luck at other
times. I'm not sure how it all balances out. I'll leave
that to more objective observers. Besides, it seems
inappropriate to complain about luck in a game sys¬
tem in which luck is so pervasive. Anyone who
comes to play UP FRONT knows, or should know,
that much luck is involved. The point of the game
is to play the most effectively with the luck you
24
have. It is perfectly possible for the tl best player 1 '
to lose at UP FRONT, but he will usually win be¬
cause he played in such a way as to give himself
the best chance to win.
There were instances here where I did not give
myself the best chance to win. Aside from by obvi¬
ous blunder in Turn 13,1 failed to attempt entrench¬
ment in some turns when it would have cost me
nothing to do so. That could have afforded a little
extra protection from Jim’s fire attacks. The failure
to discard that Cower card in Turn 14 is inexcusable.
I lost the use of a space in my hand due to that over¬
sight at a very crucial moment in the game.
Most of my Fire attacks were aimed at Jim’s small
forward groups. As the range dosed, I should have
shifted some of that to his four-man groups. By not
doing so, I let them have a “free ride** and the
uncontested fire from them did great damage to my
squad.
In dosing, I hope this match has made an enter¬
taining Series Replay. 1 certainly enjoyed it.
American: “Post-mortum” seems a fitting title to
the game which wiped out ten of the 13 Japanese
and seven of the 12 Americans. There are worse
results than a draw, but a win is always preferable.
What really hurts here is that 1 thought I had the
game in the bag on a number of occasions, only to
have Ron's opportunistic defensive play take it right
back away from me. This is a credit to Ron and his
ability to come up withjust the right tactic at just
the right lime, I thought that my major errors in the
game came in trying to achieve a win too rapidly.
It is probable that a bit of caution here and there
would have given me the victory, albeit a bit slower.
The only thing that kept me from doing this is the
knowledge that UP FRONT is a timed game. The
cards which come through the hand are only good
if used, and the way to maximize results is usually
to maximize card flow. This may seem like a luck
factor, but luck is merely what you make of it. I
do feel that fortune smiled about equally on both
players; it just seemed to desert each of us at crucial
times. All in all, I would have liked to have max¬
imized just one more card. Shall we try it again?
As both players have mentioned, the ‘ ‘luck factor ' 1
balanced out. Both garnered their benefits from it,
and both were stretched when it deserted them.
Indeed, it is how they react to the latter that marks
the master players , Anyone can play a good hand;
knowing what to do with a moderately poor one to
improve your chances of having an effect upon
enemy play and maximize card flow is much, much
rarer.
Looking at this game, lam forced to admire Jim's
play , Only rarely did he make a move that did not
seek to bring him victory , If he could be condemned
for his play , it was that he may have hurried the
pace along too much—at times to his detriment. In¬
stead of waiting for better cards or better chances f
he would occasionally bore right in. This is not
necessarily bad; it certainly keeps one's opponent
off-balance, But the risks are great. It is, like so
many aspects of this game, a matter of timing. His
moving of Croup C forward long before it was
necessary to do so certainly contributed to their
demise, for instance. By holding back at Range 2,
Jim could have merged these two with Croup D and
moved the six-man group forward for the win , If I
were to mark a telling mistake on Jim’s pari that
lead to his loss , it would be this.
Despite my seemingly near constant criticism of
Ron Whaley, he wo is a superior player . Ron 's
difficulties in this game all stemmed from a proclivity
to rashness. I received the definite impression that
Ron t due to a fixation on his strategy, was over¬
looking some of his options for play. Look back over
the comments for a number of examples. For Ron,
a number of actions lead to his downfall. Most
serious to my mind was his misuse of Togo once he
had him infiltrated in Group B. If Togo had elimi¬
nated even one more man before his inevitable
demise, the Banzai would have brought him the
game. Less serious, because more probematicai,
was Ron's missed opportunities to repair the LMG,
But perhaps Ron *s biggest problem was in not
maximizing the card flow through his hand, and
through the deck , in the opening stages of the game.
For the Japanese, as for the Russians, this is crucial.
And, it is why many new players find these nation¬
alities so difficult to play * On the other hand , look¬
ing at the Americans , Jim made the most of
opportunities to dump deadwood and open up the
potential of his six-card hand. It is ironic that, after
having enjoyed the favor of the cards for the bulk
of the game, the reshuffle seemingly dried up his
source of Fire cards.
Both players overcame their difficulties with the
style of winners, and for that they are to be thanked
for providing such a tight game. The initial spread
of the paratroopers and the immobility* of the
Japanese both set the wne of the early game. Later,
Jim s lack of bullets and the decimation of the
Japanese brought about a rousing conclusion. Their
game far this Replay should stand as a model of what
UP FRONTIBANZAJ games can be: edge-ofithe-seat
excitement and challenging decisions that, even
when minor t can have immense ramifications later
in the game. UP FRONT is, quite frankly, the best
simulation of man-to-man tactical combat around.
ELITE CLUB
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from The Avalon Hill Game Company, Micro¬
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CONTEST 126
A game of DYO FLATTOP , meant to occupy
an afternoon pleasantly, has turned into a tough
match as you—playing the Japanese—and your
friend have stumbled across each others' carrier
task forces. The latest American strike, delivered
last turn, left the Victory Point tally at 394 for
the Americans and 320 for the Japanese. Now
your two Air Formations have sighted an enemy
task force and are boring in. One formation (AF
13) consists of 21 Vais; the other (AF 30) holds
20 Kates.
Below lies the target. The enemy ships are the
Saratoga, San Francisco, Portland, Helena,
Juneau, Atlanta and three destroyers. But,
luckily, their CAP Fighters were instead used to
escort the American strike that just razed Rabual,
Especially lucky for you, since you T ve no fighter
escort. All you need to face is the flak. You can
visualize the Vais and Kates nosing over in the
clear sky and arrowing toward the wailing
Americans, For your sake, the attack must bring
you as many points as possible. The game may
rest on it*
The object of Contest #126 is to allocate the
aircraft of the Japanese air formations in such
a manner so as to bring as large a point advan¬
tage over the Americans as possible. Altitude
of the attacks must be speciFied, as well as tar¬
gets) , Weather is clear and the action takes place
during the day. No optional rules are in play.
Winners will be those whose attack allocations
guarantee the greatest final discrepancy in
Victory Points (to the Japanese advantage, of
course).
tin 2
lill 2
llll 1
112
11 2
112
The answer to Contest #126 must be entered
on the official entry form (or a facsimile) found
on the insert of this issue. Ten winning entries
will receive merchandise credits from The
Avalon Hill Game Company. To be valid, an
entry must be received prior to the mailing of
the next issue and include a numerical rating of
this issue as a whole, as well as listing the three
best articles. The solution to Contest 126 will
appear in VoL 22, No. 3 and the list of winners
in VoL 22, No. 4 of The GENERAL ,
PACIFIC DREAMS
Considerations for FLAT TOP
By Friedrich Helfferich
South Pacific—magic land of deep blue ocean
glistening under a tropical sun* its whitecaps
whipped up by a steady breeze* dotted with lush-
green islands crowned with ragged mountain ridges
and rain forests; palm studded shores, sparkling
beaches, coral reefs, and crystal-clear, blue lagoons.
A world whose stunning, shining, colorful beauty
is almost beyond belief.
South Pacific, 1942. War had come to this para¬
dise, war of a kind never seen before. Groups of
ships stalked one another, struck at great distances
often without having caught a glimpse of the oppo¬
nent. But a war as murderous as any other.
It is in the South Pacific that the two great naval
powers clash, that the attempt is made to stem and
roll back the tide of Japanese conquest. Most of the
American battlefleet lies shattered on Pearl Harbor’s
shallow bottom. This is a war not of the battleship,
but of the aircraft carrier and cruiser, and in these
the combatants are more evenly matched. For over
a year the decision will hang in the balance, before
a wave of new American ships of all classes can
make itself felt and inexorably tilt the scales. This
time of decision in the South Pacific is what FLAT
TOP is about. In all naval history* a more fascinat¬
ing topic is hard to find.
THE ART OF CARRIER
GAME DESIGN
'"Weeks of boredom* interrupted by minutes of
frantic, terrifying activity’’—so carrier warfare has
aptly been described. Quite a problem for the game
designer, who has to juggle time scales and make
even that boredom exciting! Nevertheless* the fas¬
cination with the topic and the challenge have
enticed some of the best designers time and again
to try their hand. Indeed, one of the first games of
our hobby was a carrier game: The Avalon Hill
Game Company’s classic MIDWAY. In fact* it was
MIDWAY that got me hooked on wargaming—on
one of our first wedding anniversaries (and my wife
will never forgive me for it)!
MIDWAY is mainly a game —not by any stretch
of imagination what we would call a simulation. It
can be played after but a brief perusal of the rules
and is fim. It is too simple to give a true picture
of the realities of carrier warfare, yet it does have
dements of authenticity. Not only are the deck plans
of the ships on the counters quite accurate* but the
rules make the proper tactics of protecting carriers
with a ring of other vessels pay off. That is pre¬
cisely what fascinated me at the time. One might
say that MIDWAY is halfway between Milton
Bradley's BATTLESHIP and our present-day com¬
plex and detailed simulations.
Quite a number of noted designers have followed
in the footsteps of MIDWA Y's Shultz and Pinsky,
but none to date have been as successful as Craig
Taylor with FLATTOP, first published as a Battle¬
line game and now available in an AH edition. He
has produced a simulation that is at the same time
an enjoyable* if difficult, game. And he has accom¬
plished this by concentrating on the essential oper¬
ational facets of carrier warfare and compromising
on the others. Do not expect from FLAT TOP the
wild excitement of ships twisting and turning under
air attack; these tactical “minutes of frantic activity”
are abstracted, and you will have to combine FLAT
TOP with its cousin DAUNTLESS to re-enact them.
Even old MIDWA T, in which the ships at least are
laid out on a battle board, provides more tactical
detail. But with this well-considered sacrifice, FZ^T’
TOP achieves a sharp focus on the operational
aspects and yet avoids the lengthy “telescoping”
of time scales attempted in some other design.
On the operational level* FLAT TOP shines.
Where MIDWAY and some of its more elaborate
successors launch, execute, and retrieve an air strike
all in one game turn (thus having no ship movement
while the planes are aloft), FLATTOP moves ships
and planes simultaneously—and it does so on a big
mapboard and at their proper relative speeds. This
captures one of the essentials of carrier warfare.
There is the excitement of whether the enemy, un¬
suspecting, will hold his course and allow your full
strike to hit him* or whether he will smell danger
and turn tail so that the slower or more short-ranged
of your aircraft will have to return before reaching
him. There is the problem of figuring out many turns
ahead where your carriers will be when your planes
return. Closing with the enemy may allow your
planes to fly on just those few extra miles to reach
the enemy task force instead of having to turn home,
mission unaccomplished; but if your carriers steam
forward at flank speed, will they not become ex¬
posed to massive enemy retaliation in turn? This is
the excitement into which FLATTOP translates car¬
rier warfare’s weeks of “boredom”.
FLAT TOP also provides an interesting solution
to that eternal problem of naval games—carrier
games in particular!—of limited intelligence. One
of the imperatives of carrier warfare is to be first
to strike; if you do so, and hard enough, your
opponent will no longer be able to retaliate effec¬
tively. To strike, you must first find the enemy. So
searching and spotting is at the heart of carrier
warfare and of every carrier game . But in a game,
how can you “search” (asking your opponent
whether he has something at a stated location)
without revealing the positions of your scouts, there¬
by giving your own disposition away? In FLAT
TOP * ships remain hidden and only air groups are
moved on the mapboard, and players are honor-
bound to reveal any naval forces of theirs which
would be sighted by the enemy planes as they move.
It may seem strange at first that hard-to-see spotter
planes move openly on the board while the much
more visible ships remain hidden, but the system
works quite well in practice. Still, the problem re¬
mains that the point of origin of air groups in mid¬
ocean would immediately be recognized as the
position of a carrier. To alleviate this problem, Craig
Taylor’s original design allowed search and strike
aircraft to remain off-board for their first and last
game turns aloft. AH’s edition goes even farther
in leaving it up to the player whether to move an
air group on the board or keep it hidden; of course,
a hidden group will never spot an enemy, even if
it flies directly over him! (Combat air patrol over
own ships remains hidden in both designs.)
This search system may well be the best possible
compromise solution for a two-player game, short
of the use of expensive electronic or cumbersome
mechanical matching devices. It does not mirror
reality completely: you may see air groups hundreds
of miles from your nearest observer while missing
others right under—pardon me, over!—your nose.
Still, the realistic effect is achieved. And there just
is no way for two players, without gadgetry, to
search without telling one another where they are
searching. For two players, that is. If a third can
be found* to act as umpire, the whole problem be¬
comes trivial. This is indeed the best way to play
a carrier game! More about that a little later.
ANATOMY OF A SYSTEM
FLAT TOP'S system is an interesting mixture of
intricate detail and elegant abstraction. It works
remarkably well for the main aspects of the game,
but does have its weaknesses as play could lead to
combat actions for which the game was not
designed.
The time scale for one hour per game turn is a
happy compromise providing sufficient operational
detail without slowing the game down unduly. This
scale allows for fairly detailed distinctions between
aircraft types, flight endurance ranging from five
turns aloft for a P^O fighter to 24 for an Emily fly¬
ing boat; and speed, from four hexes per turn for
a Pete to 12 for a P-38 fighter. On the sea , this scale
fits less well. There are just two speeds; fast carriers,
cruisers and destroyers streak over the ocean at a
miraculous* sustained 40 knots while slow craft such
as lowly transports still manage a respectable and
equally unrealistic 20. However, the system is in¬
ternally consistant in that aircraft crusing speeds,
too, are exaggerated by about 30 percent, So, we
might just say FLATTOP has days with twenty-four
80-minute hours. I cannot guess the reason for this
distortion, but its effect on play is minimal—not
much greater than that of forcing movement into
a hex grid, something wargamers have long learned
to live with unquestioningly.
The play sequence is intricate* with no less than
ten phases per turn. In essence, naval forces are
moved first, simultaneously and in secret. Their
positions are conveniently kept track of on pads of
reduced-size mapsheets. Air formations are then
moved sequentially, the player who wins an “in¬
itiative” die roll going first. (Incidently* to have the
initative may be a disadvantage!) It is up to the own¬
ing player whether to move any air formation openly
on the mapboard or secretly on the record pad. In
any event, only anonymous formation markers
appear on the map* so that the composition of the
formation remains unrevealed. Aircraft may fly at
either of two altitudes: high or low.
Depending on weather conditions, the presence
of a ship or ships must be disclosed to aircraft at
high altitude flying by at a distance of up to two
hexes. Radar may detect “boogies” at even greater
distances. However, to make out the composition
of a force, the observer must be nearer. There are
special provisions for observation at night or by
Japanese troops or Allied coast watchers on many
of the islands.
All combat is between forces in the same hex.
Air-to-air combat may occur only within observa¬
tion range of an air base or carrier or directly over
any ships. AH combat* including anti-aircraft fire*
torpedo attacks, shore bombardment, and such is
resolved on a single, universal Combat Results
Table. In essence* any type of attack—say, by
Japanese Kates armed with torpedoes—is given its
"Basic Hit Table”* really just a number (a whoop¬
ing 10 for the Kates), This number is cross-indexed
on the Combat Results Table with the attacker’s
strength (here, number of Kate air factors participat¬
ing) to give a ""Result Number”, This is the num¬
ber of probable hits. A single die is then rolled and
its result may increase or decrease the number of
hits by one or two or leave it unchanged. One hit
destroys an air factor (equivalent to three planes),
submarine or transport. Other ships can take more
hits before sinking: a destroyer, two; a cruiser* three
to six; a large carrier, five to eight; a South Dakota-
26
COMBAT RESULTS TABLE
Hit
Table
Number of Attacking Factors j
1-2
B
56
7 8
9-10
i
£
£
*3?
£
y
j?
N
P
*<
>
*
$
H
m
1
i
1
i
i
1
m
El
El
i
i
1
1
i
2
2
3
i
i
i
1
2
2
3
3
4
Bi
i
1
i
i
2
2
2
4
4
6
i
i
i
2
2
3
3
4
5
6
6
7
8
El
i
i
2
2
2
3
4
5
6
7
8
8
9
0
i
i
2
2
3
3
4
5
7
8
9
10
11
8
El
i
i
2
2
3
4
5
6
7
9
11
13
9
i
2
2
3
3
4
5
7
8
10
11
13
14
10
0
i
2
2
3
4
5
6
7
9
11
12
14
16
11
0
i
2
3
3
4
5
I 6
8
10
12
13
16
17
12
El
i
2
3
4
4
6
7
9
11
13
15
17
19
13
0
i
2
3
4
5
6
7
9
11
13
16
18
21
14
0
2
3
4
5 '
m
8
12
14
17
20
22
15
1
3
4
5
6
D
9
11
13
17
19
21
23
OBSERVATION TABLES
DISTANCE
UNIT BEING
BETWEEN OBSERVING UNIT
OBSERVING UNIT
OBSERVED
WEATHER
& UNIT BEING OBSERVED
Day Turns
0
1
2
3
Ba se.'TF ^Co as I wal Cher
Air Formal ion
Clear
3
2
i
—
Clouds
2
1
—
—
TF
Clear
3
2
i
—
Clouds
3
2
Air Formation
Air Formation
Clear
3
2
1
—
Clouds
2
1
—
—
TF
Clear
3
2
1
—
Clouds
2
1
—
—
TF^Base wilh Radar
Air Formation'
Clear
2
2
1
Clouds
2
2
i
TF
Clear
—
—
—
—
Clouds
-
-
—
Night Turns
Ba se/T F^Coas twatch.er
Air Formation
Clear
1
—
—
—
Clouds
—
—
r.
“
TF
Clear
1
—
—
—
Clouds
! 1
-
—
—
Air Formation
Air Formation
Clear
2
_
_
—
Clouds
1
— I
9 —
-
Clear
1
—
—
—
Clouds
-
-
— 1
—
TF/Base vvitti Radar
Air Forma lion’
Ctear
2 1
2
;
Clouds
2
2
i
TF
Clear
—
—
—
—
Clouds
“
—
—
—
class modern battleship, fifteen. Throughout com¬
bat resolution, various modifiers to the Basic Hit
Table or die roll may apply, (e.g. , for weather con¬
ditions, anchored ships, etc).
An example of play on these pages shows how
this system works in an action for which the game
was mainly designed, an air strike against a naval
task force. This example also gives an idea of what
tactical options are open to the players in such an
engagement. There is ample opportunity for good
combat tactics, although they largely are a clever
use of game mechanics rather than bearing any
resemblance to reality. Still, some illusion of tac¬
tical combat is maintained.
Unfortunately, the system works less well for sur¬
face and submarine combat, even with the improve¬
ments incorporated in the AH edition. Fortunately,
this matters little as surface combat is an exceptional
event. In some games, however, surface engage¬
ments do occur, especially if the scenario calls for
a Japanese landing. Surface combat makes use of
the same, universal Combat Results Table. The Bas¬
ic Hit Table is taken to be the sum of two numbers
from 1 to 6, secretly selected one by each player
and revealed simultaneously. Each ship has just one
gunnery strength, from 1 for a lowly destroyer to
18 for the mighty Yamaio , and opponents bang away
at one another for one round of combat, combin¬
ing fire as they wish and with only few restrictions.
No vessel smaller than a cruiser may fire at a bat¬
tleship; torpedo-carrying craft may be set aside for
a subsequent torpedo attack {they may be fired at
but cannot fire themselves); and valuable ships may
be “screened” by others to protect them from fire.
There is no maneuvering, and the whole affair
resembles the chaotic night action at Savo Island,
not a normal naval engagement as one might have
expected it to develop during daytime.
If a surface battle does occur, it usually is very
bloody and ends, more often than not, with annihi¬
lation of the weaker force down to the last destroyer.
This is because even a flotilla of fast destroyers has
little chance of disengaging from a stronger, if
slower, enemy. Carriers, modern battleships.
cruisers, destroyers, all travel at two hexes per turn
so that the stronger force usually manages to follow
the weaker one by '"shadowing” it. In the original
design there was no escape, except into a storm front
or with nightfall. The AH edition mitigates that a
little by making the success of shadowing depen¬
dent on a die roll (still five chances out of six in
daytime and fair weather) and introducing rules
limiting ammunition. Even so, no naval buff will
be satisfied with the results of surface combat. If
you are such a one, you may wish to play surface
engagements out separately with miniatures.
Beyond movement and combat, FLAT TOF has
a great many detailed rules for observation, plane
handling on carriers and at bases, weather, night¬
time, fuel and fleet oilers, seaplane tenders and tem¬
porary bases, and many other facets than are
historically relevant and make the game more in¬
teresting, In general, they are well designed and
coordinated. There were a few rough edges in the
original design, but most of them have been
smoothed out in the AH edition, in part thanks to
the input from a large group of FLAT TOP en¬
thusiasts,
OPERATIONAL ANALYSIS
Apart from illustrating the combat system, our
example of play can demonstrate three important
points at the operational level, all much more closely
related to reality than are the game's combat tactics.
The first point concerns the size of an effective
air strike. Ours was quite a massive one, 32 air
factors—almost one hundred planes. Yet it failed
to sink the Zuikaku. A weaker strike against the same
task force would have taken the same losses to com¬
bat air patrol and anti-aircraft fire, a lesser propor¬
tion of its planes would have got through, and these
might have been too few to do significant damage.
Therefore: Against a fresh enemy, mass your strike.
If you fail to do so, you will dribble away your at¬
tack aircraft for little return.
This rule is easier to state than to follow, however.
The “Normal Launch Factor” of a large carrier is
10 to 12, and that is the number of air factors which
can be launched during one game turn and still move
half their movement allowance in that turn . The car¬
rier could launch an additional, equal number of air
factors in the same game turn on its “Maximum
Launch Factor”, but these planes would have to re¬
main in the carrier's hex for the rest of the turn.
Thus, if a single carrier were to have launched our
eighteen Dauntless and six Avenger factors (not to
mention the Wildcat escort), it could have done so
in one turn. But the planes would have spend one
hour of fuel in the carrier's hex on launching, one
hour for maneuvering in the target hex, and a third
hour over their carrier for landing (for which the
same rules as for taking-off apply). For a Daunt¬
less, with total flight endurance of six hours, three
would thus be spent in this fashion and only three
would be left for movement. That means, either leg
(or both) of the flight, to or from the target, would
have to be covered in a single game turn. That a
carrier comes so near to an undamaged enemy car¬
rier is a rare occurrence—and is very uncomfort¬
able! And if it should happen, it comes as a surprise
and the carrier is unlikely to have all these planes
ready on deck for a Maximum Launch,
Of course, our strike could have been launched
by the carrier in two successive turns. But then the
First wave would have lost an hour of fuel waiting
for the second to be launched, and the situation
would not have been much more favorable.
It is more likely that our strike was launched by
two or even three large American carriers on
“Normal Launch Factor” in the same game turn.
Two carriers could launch the 24 attacking factors,
and the faster fighter escort could catch up later on
the way to the target. Easy? No! To be considered
as a single air formation, the strike (not counting
27
EXAMPLE OF PLAY! Air Attack on a Carrier Force
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A
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DD 1
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1-1-2
11-2
A massive strike of eighteen factors of Daunt¬
less divebombers armed with armor-piercing
bombs (high-explosives bombs are less effective
against ships) and six factors of Avenger torpedo
bombers armed with torpedos, escorted by eight
factors of Wildcat fighters, is attacking a
Japanese task force composed of carrier Zuikaku,
battleship Hiei, cruisers At ago. Takao and Jintsu
and three destroyers, protected by seven factors
of Zeroes on combat air patrol.
The torpedo planes must attack at low alti¬
tudes. The divebombers attack from high alti¬
tudes (they could instead make a low-level
attack, but their Basic Hit Table would then be
only 5 instead of 7). To give all his planes some
protection, the American player decides to split
his escorts evenly, four factors each at high and
low altitude. The Japanese player, fearing the
divebombers more than the torpedo planes, has
placed all his Zeroes at high altitude. So the
Wildcats at low altitude remain idle, and the
Avengers are unopposed.
The first combat action is that of the Zeroes
intercepting the incoming, escorted divebombers
at high altitude. The interceptors may be allo¬
cated in any fashion against the escorts and
bombers; here, however, it is to the Japanese
player's advantage to send all of them against
the escorts.
Air-to-air combat of interceptors versus
escorts: seven Zero factors, cross-indexed with
the Zeroes' Basic Hit Table of 9 gives a Result
Number of "2". A die roll of “4” leaves this
unchanged, so two of the four Wildcat factors
will be removed, but not before all four have
fired back. Four Wildcat factors, with Basic Hit
Table of 9, give a Result Number of 1 * V 1 ; a die
roll of t4 5’' increases this to “*2'', so two of the
seven Zero factors are removed.
Air-to-air combat of interceptors versus bom¬
bers; after their brush with the Wildcats, the in¬
terceptors outnumber the escort 5:2. This is
better than 2:1 and thus allows them to attack
the bombers. With their Basic Hit Table of 9
and a die roll of ‘'3*' (number of hits unchanged)
the five Zero factoers shoot down two Daunt¬
less factors. In return, the eighteen Dauntless
factors, with a Basic Hit Table of 3 and a die
rail of “2" (one hit less) brings down one Zero
factor. Air-to-air combat is now complete.
The Japanese player could have diverted some
of his Zeroes to attack the divebombers directly.
However, the Zeroes fighting the escorts might
then not have established a superiority of 2:1 or
better over the escorts, and this would have
prevented them from joining their comrades in
the attack on the bombers. Worse, if the escorts
had gained a 2; 1 or better superiority over the
interceptors attacking them, they would have
prevented any attack on the bombers.
Next, the attacking planes must choose their
targets. Let us say the American player decides
to attack the carrier with all planes except three
Dauntless factors which will go for the cruiser
Jintsu,
The planes must no w run the gauntlet of anti¬
aircraft fire from all ships of the task force. The
Japanese ships have a total of 17 anti-aircraft fac¬
tors, which can be directed in any proportions
against the three attacking groups (two divebom-
ber groups attacking different ships, and one
torpedo bomber group). However, no single ship
may split its fire. For maximum effect, the
Japanese players allots 11 factors against the
divebombers attacking the carrier, and 3 each
against the two other groups. The Basic Hit
Table for anti-aircraft fire being 4, the Result
Numbers are '‘2", “1 st and ‘T’. (There is a
—2 Hit Table modifier for high altitude;
however, divebombers do not profit from it.)
Let us say the die rolls are “3", “1”, and "6”
{+0, -2, and +2 change to Result Number,
respectively). This brings down two of the
Dauntless factors attacking the carrier, none of
those attacking the cruiser, and three factors of
Avengers. Anti-aircraft fire is now completed.
The Japanese player could have allocated all
17 anti-aircraft factors against the most danger¬
ous attack, that of the divebombers against the
carrier. However, the six additional factors
would not have increased the Result Number
which, for a Basic Hit Table of 4, is “2 ft at 11
as well as at 17 factors firing. In his allocation,
the Japanese player maximized the effectiveness
of his anti-aircraft guns, and indeed brought
down an additional three planes.
Now, finally, the surviving aircraft attack their
targets. Attacking the Zuikaku are 18—3—2
—2 = 11 Dauntless factors (Basic Hit Table 7 for
divebombing) and 6—3—3 Avenger factors
(Basic Hit Table 6 for torpedo attack). The
Result Numbers are “3” and “1”, respectively.
Assume the die rolls are “4 1 " and **3” t leaving
the number of hits unchanged, so that the
Zuikaku takes a total of four hits. Six would have
been required to sink her. Fortunately for her,
she had no ready planes on deck, or the dive-
bombing hits would have been doubled, sealing
her fate. However, having suffered more than
50 percent damage, she is reduced to half speed.
Also, for each hit, one air factor is removed from
her complement aboard and both her gunnery
and anti-aircraft strengths (1 and 5, respectively)
are reduced by one. Moreover, each hit reduces
her Launch Factor by three; since that factor was
only ten to start with, she is no Longer able to
conduct air operations. Under an optional rule,
there is a chance of critical hits, possibly caus¬
ing further damage or total loss. As it stands,
she is still afloat, but out of action, and to get
her home will be a problem.
Meanwhile, the three Dauntless factors attack¬
ing the Jintsu (Basic Hit Table 7, Result Num¬
ber “1") scored one hit on a die roll of “3"
(no change to number of hits).
Should the American player have used all bis
planes against the carrier? A more conservative
player, conscious of the possibility of higher
losses to anti-aircraft fire, would have done so.
As it turns out, however, three more Dauntless
factors attacking would not have given him a bet¬
ter Basic Hit Table and Result Number, so the
damage to the carrier would not have been
greater and the Jintsu would have gotten off free.
The air attack is now over. All American
planes are at low altitude, except the two Wild¬
cat factors of the dive bomber escort. The four
Zero factors of combat air patrol are still at high
altitude. In the next game turn, if the Japanese
player wins the initiative die roll, his Zeroes may
attempt to attack the Wildcats at high altitude
once again before they can move off. Of course,
the outnumbered Wildcats will attempt to evade.
To catch them, the Japanese player would have
to roll a 5 or 6 on the Interception Table (the
probability of interception increases with the
number of planes involved on both sides). If the
Wildcats had still been escorting any bombers,
they could not have attempted to refuse combat.
All planes, except the Wildcat escorts at low
altitude which did not participate in any com¬
bat actions, have one additional hour deducted
from their flight endurance to reflect the extra
use of fuel in their frantic maneuvering. The
escorts could have avoided this extra expendi¬
ture of fuel, but they would then have had to
use a Basic Hit Table of 3 instead of 9, If the
fighters at high altitude fight once again in the
subsequent turn, they have another extra hour
of fuel deducted, and again the defending Wild¬
cats can avoid this by using the lower Basic Hit
Table.
In FLAT TOP *s original design, all aircraft
which had participated in any combat action had
to return as quickly as possible to a hex of a
friendly base or carrier. This prevented planes
from staying behind after their attack to keep
shadowing the enemy task force. The new AH
edition does not contain this “no lingering’ + rule.
So, while the others make for home, one of the
long-range Avengers (eight hours flight endur¬
ance) might stay behind to keep the Japanese task
force under surveillance from a respectful
distance.
28
ALLIED AIR HIT TABLES
Allied
Plane
Name '
Air
to
Air
Air Attacks Vs. Bases
Air Attacks Vs. Ships
Level Bombing
High Altitude
Level Bombing
Low Altitude
Dive
Bombing
Level Bombing
High Altitude
Level Bombing
Low Attitude
Dive
Bombing
Torpedo
Bombing
GP
AP
GP
AP
GP
AP
GP
AP
GP
AP
GP AP
A’20
3
s
2
6
$
—
—
—
i
2
5
— —
—
Avenger
3
4
2
6
2
—
—
—
1
2
5
— —
6
Beau fighter
6
—
—
5
—
—
—
—
—
1
3
— —
—
Beaufort
3
4
2
6
2
—
—
—
i
2
6
— —
7
B‘ 17
8
13
5
—
—
—
—
—
2
™
—
— —
B-25
4
8
3
11
5
—
—
—
1
3
7
— —
—
B-26
4
6
2
10
4
—
■—
—
1
2
5
— —
5
Catalina
4
6
2
9
3
—
—
—■
1
2
7
— —
10
Dauntless
3
3
1
5
1
6
2
—
—
2
s
2 7
—
Devastator
2
3
1
5
2
—
—
—
—
1
5
— —
6
Hudson
3 !
3
1
6
2
—
—
—
1
1
4
— —
—
P-38
7
—
—
5
—
i —
—
—
—
1
—
— —
—
P’39
6 j
—
—
5
—
— 1
—
—
—
1
—
— —
—
P-40
7
—
—
4’
—
—
—
—
1
—
— —
—
, Wildcat
9
—
—*
4
—-
—
—■
—
1
—
— .—
—**
the escort) must assemble in the hex of a friendly
carrier or air base in an Air Operations Phase
preceding air movement. If it does not do so* Us
components are treated as separate air formations*
each of which would have to bear the brunt of the
target's full anti-aircraft strength. So* if the attack
aircraft of our strike came from two carriers at
different positions* those from one carrier would
have had to fly first to the other carrier, there to
meet their comrades, and would have lost one hour
of fuel doing so. The situation is no better than if
one carrier had launched the strike in two succes¬
sive turns.
To avoid the waste of precious flight endurance*
a strike as large as ours should be launched by two
(or three) carriers in the same hex . Now, the attack
aircraft can start out toward the target in the turn
of their launching and as a single air formation.
There is an important operational lesson in this:
Keep your carriers together] They need not move
with one another at all times* but if they separate
they should remain close enough that, at short
notice* they can meet in one hex to launch a mas¬
sive strike. This is the second point our example
can demonstrate.
The third point concerns anti-aircraft fire. Since
ail ships of a task force may fire at each incoming
strike, it is obviously to your advantage to concen¬
trate as many ships as possible in one task force
around your carrier or carriers. But the game's rules
wisely put a limit to such concentration; no more
than fifteen American ships* including no more than
two carriers, and no more than ten Japanese ships,
including at most one carrier, may be in the same
task force. The number of task forces in the same
hex is not limited, but none may fire at planes at¬
tacking another force. You will do well to protect
your carriers by placing them in a task force, or
task forces, with as many other ships as the rules
allow and you have under your command. Concen¬
trate you ships T For example* our eight-ship
Japanese task force with one carrier was able to put
up a respectable 17 factors to anti-aircraft fire* pretty
close to what the Japanese normally scrape together.
Here, the Americans are at an advantage with larger
task forces and better anti-aircraft armament. A
fifteen-ship American force with two carriers* two
modern battleships, and a complement of cruisers
and destroyers may well throw up a formidable anti¬
aircraft fire of 40 factors or more. All the more im¬
portant is U for the Japanese to attack such a task
force only with a truly massive strike.
There is another, incidental advantage to your
concentrating your carriers. That is that each addi¬
tional carrier in a hex can contribute fighters to com¬
bat air patrol. This is so even if the carriers belong
to different task forces as combat air patrol protects
the entire hex rather than only one specific task force
in it.
Of course* the concentration of carriers also has
its disadvantages. For one thing, it makes it easier
for the enemy to keep track of. And there may be
overriding strategic considerations demanding two
or more carrier forces to operate far from one
another. Yet* a decision to split the carriers should
never be taken lightly .
Beyond the general tenet of concentration* under¬
lying all three points we have examined so far* FLAT
TOP can teach other lessons. Let us look briefly
at some of these.
The first concerns the practice* often seen in the
movies* of keeping readied aircraft on deck. If you
are a MIDWAY play tv, you may be tempted to storm
into your first FLATTOP game with all your planes
in that condition* ready to take off at a moment's
notice. But this tactic is dangerous and largely un¬
necessary. As in MIDWAY , divebombing hits are
doubled on any carrier having ready planes on deck.
But contrary to MIDWAY, FLATTOP allows planes
to be brought up from the “Readying" section
(hangar) and launched in the same turn-up to the
limit set by the carrier's “Ready Factor"* which
usually is a few points smaller than the Normal
Launch Factor. For example, the Lexington has a
Normal Launch Factor of 12 and a Ready Factor
of 8. So* in normal operation, you are wise to bring
up from the hangar no more air factors than you
want to launch that same turn. You may want to
make an exception when you feel safe from air at¬
tack and plan to launch as large a strike as possible.
In such a situation* the “Lady Lex" might bring
up four air factors onto her deck in one turn, so as
to be able in the next turn to launch twelve factors
(full Normal Launch capacity) instead of only the
eight which the Ready Factor allows to be brought
up from the hangar.
Another concern of yours should be combat air
patrol, A novice may be tempted just to put a batch
of fighters aloft and keep them there until their fuel
runs out, at which time he retrieves them and sends
up another batch. But that is not the best way to
go about it. For one thing* in their last two hours
of flight endurance the fighters don't do much good:
the last hour of fuel goes into landing, an activity
which, in the turn sequence* precedes air combat.
And in the hour before that your fighters* if inter¬
cepting, would use up their last fuel maneuvering
in combat, and would then have to be ditched at the
end of the turn. So* combat air patrol should be
replaced the turn before their fuel runs out* or
earlier. But this is not all. Launching or retrieving
a sizable combat air patrol will force your carriers
to turn into the wind, possibly delaying their
progress. Moreover, just at the time you have
retrieved your combat air patrol* you might need
all points of your carrier's Ready Factor to get a
big strike readied and lauched and your fighters
might then have to wait a long time before they can
be refueled. So, learn to rotate your combat air
patrol gradually and continuously, in ones and twos
and making best use of your Ready Factor at times
it would otherwise be idle, even if such a proce¬
dure occasionally means retrieving a fighter with
still a few hours of fuel in its tanks.
Another skill the novice will have to acquire Is
how to search. His feeling of unease and insecurity,
with no idea of the enemy’s whereabouts, may tempt
him to send most of his planes out criss-crossing
the mapboard. If he has not been careful to plan his
schedule of flight operations* he might find him¬
self compelled to land more planes on his carrier
than his Minimum Launch Factor permits {3 for
most carriers; that is the maximum number of air
factors that may take off or land in one turn and
move their full movement allowance), A plane be¬
ing more than half its movement allowance away
from the carrier at the start of its last hour of fuel
may thus have to ditch. Moreover, if an enemy force
is spotted, not enough planes may be ready for
strong enough a strike to be launched. So* be stingy
with your searches, always keep enough aircraft at
hand for a good strike.
Actually* if you search systematically, surpris¬
ingly few air factors can cover a wide area of the
mapboard. But do so systematically! Few things are
as annoying as having left a hole in the search pattern
and now being unsure whether an enemy* possibly
a carrier force in striking range* is not after all lurk¬
ing in the area searched. In fair weather* aircraft
at high altitude will spot naval forces as far as two
hexes away, so a cordon of air factors five hexes
apart can effectively sweep an area. But they must
move in a cordon, not some of them a turn later,
lest ships move from a not yet swept to an already
swept strip of the pattern, (Remember* the oppo¬
nent sees your planes moving!) Also, clouds reduce
your range of observation; unless you want to leave
a hole in the pattern* you will have to have your
planes zig-zag through clouds to cover all the hexes
of their strips.
A more or less normal procedure tor a carrier
force, typically with two carriers, is to conduct a
morning and an afternoon search, each with about
five to seven air factors. It is good practice to start
launching the morning search before daybreak; the
scouts are then already well on their way when the
sun comes up, and the area right around the carriers
is easily covered at that time by a fighter or two
of the combat air patrol. Needless to say, to be able
to extend your searching as far out as possible, you
should always try to launch and retrieve your scouts
on Minimum Launch Factor.
As you will not want to use many planes for
searching, think before you launch! Most searches
are “offensive": You will want to find the enemy*
and preferably before he finds you. Morning
searches are almost always of this nature, and arc
directed into the enemy's most likely hunting
grounds. By afternoon, you might have acquired a
29
pretty good picture of the situation and then want
to conduct a “defensive"' search, to be sure where
the enemy is nor and where you can retreat to in
safety until you are ready to strike again.
Should you search at night? Only in exceptional
situations, as it would take an awful lot of planes
to comb even a small area. As a rule, you will want
to have your scouts, including the long-range fly¬
ing boats, home at or before nightfall to run no risk
of their crashing in a night landing.
And who should search? The best scout planes,
of course, are the long-range flying boats (Mavises,
Emilys, Catlinas). The B-I7s are pretty good, too.
You should search with carrier planes only where
shore-based scouts have a hard lime reaching. When
you search from a carrier, you will probably prefer
to use divebombers (Dauntlesses, Vais). Fighters
are needed for combat air patrol and as escorts, and
the torpedo planes are rather slow.
If you thought air search calls for careful plan¬
ning, so does a strike on the enemy. The main
problem here is to assess how far your planes will
have to go, considering that your target will move
while your strike is on its way. A large strike that
has to be recalled for lack of fuel short of its target
sets your air operations back the better part of a day.
You also have to work out a landing schedule, taking
note which planes you will retrieve on Minimum,
Normal, and Maximum Launch Factors. On this
basis, you can then figure the point of no return for
your strike. If you strike from a carrier or carriers,
you can stretch the range quite a bit by steaming
toward the target after the launch—but be conscious
of the risks your carriers may be taking when doing
so. Or, if the target is near, you may want to open
the range while the strike is in the air; just take care
not to run too far.
What targets should you go for? As a matter of
course, carriers should always be given preference.
Even only one or two hits will seriously impair a
carrier’s flight operations, and that pays more divi¬
dends than sinking a cruiser or scratching a battle¬
ship’s hull. There is only one other target that might
vie with carriers for priority and that is a fleet of
troop transports whose reaching their destination
will win the game for the enemy.
Should you try to damage a number of ships or,
instead, sink a few? Usually, you fare better if you
sink ships. For one thing, the job then is done and
you get more victory points. But there are excep¬
tions. Two damaged carriers pose less of a threat
to you than one unharmed one. Or, for example,
if you have superior surface forces chasing an
enemy, it will do just to damage his ships sufficiently
to reduce their speed; your ships' guns can then do
the rest.
THE OPPONENTS
Finally, let us take a look at the relative strengths
and weaknesses of the opposing forces and what
opportunities and dangers they entail.
The Japanese are inferior in almost every respect.
Their bases and carriers have no radar, the
American ones do. Their bases have slower turn¬
around of aircraft. Their carriers are smaller. They
are allowed fewer ships in a task force, and only
one carrier in a task force to the American’s two.
The anti-aircraft strengths of many of their ships
are lower. And except in a fantasy scenario you
might brew up with Yamato and Musashl, they have
no ships to match the firepower and endurance of
the South Dakota -class battleships. But they have
two important advantages: the greater ranges of their
carrier-based aircraft and the formidable strengths
(Basic Hit Table 9 or 10) of their Kate, Betty, and
Nell torpedo planes. Here is a comparison of max¬
imum ranges of carrier aircraft (in hexes, for one¬
way flight):
_ American Japanese
Fighters
Wildcats:
48
Zero:
80
Divebombers
Torpedo
Dauntless:
54
Val:
63
Bombers
Devastator:
Avenger:
30
56
Kate: 49
These disparities in strength and range largely dic¬
tate Japanese operational planning. The Japanese
must try to keep at a distance, to strike from out
of the enemy’s range. In practice, however, this is
more easily said than done. Often enough, a strong
enemy carrier force is suddenly discovered well
within Dauntless range. Besides, a truly deadly
Japanese strike will have to include both Vais and
Kates and will fly at the Kates' lower speed and have
the Vais' lesser endurance. This calls for “going
in for the kill M , and a few necessary maneuvers such
as turning into the wind to launch or retrieve planes
can well bring your precious and vulnerable carriers
into the enemy’s range. Still, this is a risk the
Japanese will have to run.
How can an American player outwit a Japanese
who exploits his planes’ superior range? Apart from
the obvious attempt to sneak up on the Japanese car¬
riers, perhaps from several directions, he can try
to “gain the weather guage’', To launch or retrieve
a strike, the Japanese carriers will have to turn into
the wind, in this case towards the enemy, and this
may bring them into the range of the American
planes. On occasion, it may be possible to ride un¬
detected with a rain front into strike range. But most
of all, the American player must see to his defenses,
maintaining a strong combat air patrol and keeping
his ships together to receive any strike with devasta¬
tion anti-aircraft fire. It is quite difficult for the
Japanese to conduct a large stirke at very long range.
Let him launch smaller ones, and the attrition to his
planes may hurt him more than damage to your ships
hurts you.
All in all, I would say the two sides are fairly
evenly matched in capabilities—like two boxers, one
of whom makes up in range what he lacks in power.
Among highly skilled players, the Americans will
have a slight edge, though, unless the Japanese are
given the larger naval and air forces. Nevertheless,
enjoying agility more than brute force, I usually
prefer the challenge of playing the Japanese side.
Many do,
THE SCENARIOS
The nil ebook lists five scenarios. The first of
these. Rings Around Rabaul (February 23,
0600-1800) is no more than a training device, pit¬
ting an American task force with carrier Lexington
against Japanese shore-based aircraft. The other four
scenarios are long battle games (66 to 109 turns)
but each (except the last) has one or two shorter ver¬
sions of 18 to 42 turns. The second scenario. Coral
Sea (May 4-8) has fairly evenly matched forces, but
its victory conditions saddle the Japanese with at¬
tempting a very difficult landing at Port Moresby.
The third, Eastern Solomons (August 24-26), pits
an American task group superior in carriers but in¬
ferior in heavy surface vessels against a Japanese
armada that, again, is shown a carrot of victory
points for a landing (this time at Gili-Gili, on New
Guinea's eastern tip). Number four, Santa Cruz
(October 25-27), is a large carrier battle in which,
for a change, the Japanese have a superiority in
carrier-based aircraft. And last, Guadalcanal
(November 12-15), has both sides relatively weak
in carriers and strong in battleships and forces both
Americans and Japanese to attempt landings on
Guadalcanal; this scenario is the most likely to lead
to surface actions, and is the weakest of all.
The most interesting scenarios are Coral Sea and
Santa Cruz, but all except Rabaul’s “rings’' are in¬
teresting and challenging And, of course, you can
easily design your own!
GAME AND HISTORY-
HOW REALLY TO PLAY FLAT TOP
A well designed wargame is a wonderful tool that
can help us understand history, it can never take
the place of a book because it must gloss over a great
many details, oversimplify situations, and press the
great wide world of war into the strait jacket of game
mechanics. But it can do what no book ever can.
It can make you a participant, not a detached viewer
and passive bystander—who knows the outcome
already. It presents you with options, it actively in¬
volves you in decision making. You act, and you
can see the consequences evolving.
Such an experience can indeed change your out¬
look, I remember having read numerous accounts
of the Battle of Coral Sea and having wondered why
the Japanese did not force a surface engagement and
press on with their troop convoy instead of meekly
turning tail. Wasn’t Port Moresby theirs for the tak¬
ing? Then I designed my own Coral Sea game, based
on a slight elaboration of AH's MIDWAY system.
Playing the Japanese and having to decide, on the
basis of the situation of the moment as I would see
it, I found I had no choice other than to do what
the Japanese command did in 1942, And I learned
to be less self-assured in my criticism of the actions
JAPANESE AIR HIT TABLES
Japanese
Plane
Name
Air
to
Air
Air Attacks Vs. Bases
Air Attacks Vs, Ships
Level Bombing
High Allilude
Level Bombing
Low Altitude
Dive
Bombing
Level Bombing
High Altitude
Level Bombing
Low Altitude
Dive
Bombing
Torpedo
Bombing
GP
AP
GP
AP
GP
AP
GP
AP
GP
AP
GP AP
Betty
"3“
T
$
nr
2
—
—
—
i
2
5
— —
9
Dave
1
— “
i —
— — 1
— —
- -
— —
—
Emily
6
8
3
9
4
—
—
—
i
3
7
— —
15
Jake
1
— —
i _
— —
— —
— ”
— —
—
Judy
3
2
1
3
1
4
2
—
—
1
5
2 7
—
Kate
2
4
2
6
2
—
—
i
2
6
— -
to
Mavis
5
6
2
7
3
—
—
—
t
2
6
— —
15
Nell
3
4
2
6
2
—
—
i
2
4
- -
9
Pete
1
— “
1 “
— —
— —
— —
— —
—*
Rule
6
—
—
3
—*
—
—
—
1
— —
—
Val
2
2
1
3
1
4
2
—
—
1
5
2 7
—
Zero
9
—
3
—
—
—
—
1
— —
—
30
of historical personalities.
So you have played FLAT TOP a number of times
against a friend of yours T a game much truer of life
than my Coral Sea, and now you understand carrier
war? Well, not really. Yes, you get quite a few
glimpses of historical reality and necessity (apart
from learning a few game tricks unrelated to reality ),
but you still miss out on most of the tension, the
pressure, the heartbreak, the exhilaration, the
burden of responsibility and decision a carrier force
commander must have experienced. And you may
still see a few things in the wrong light.
But there is a way you can play FLAT TOP and
gain still deeper insights. Get together with your
friends, form two teams, and appoint an umpire.
Let each player take a naval task force or shore com¬
mand, under the direction of a supreme commander.
Let each team have a conference, but from then on
players should not be allowed to communicate even
with members of their own team, except by radio
message (through the umpire) or if their flagships
and/or headquarters are in the same hex. To break
radio silence will entail the danger of interception
and may enable the enemy to get a fix on the trans¬
mitter's position. No player sees the umpire’s
"master game board" with all forces laid out. Each
player receives only the information that would be
available to the respective historical commander.
On that basis he must make his moves, handing them
to the umpire. If you want the pressure on, have
the umpire run this game with timed moves—but
this might become the worst fun you ever had!
A very important facet in such play is that a carrier
commander will lose control of the planes he has
launched, once they are over the horizon—unless
he ventures to break radio silence. An air strike
should either be commanded by a different player
or be executed by the umpire in accordance with
specific instructions and directives. The result is that
the carrier commander is forced to designate a point
of return for his aircraft many turns ahead of time—
and there he will have to be when the time comes,
lest his pilots must ditch. Not until I played FLAT
AH Philosophy . * . Cont'dfrom Page 2
THE MED will be my own design and will cover
the sea and air battles in the Mediterranean dur¬
ing World War II. This was an interesting and hard-
fought campaign. The potential is there for many
different scenarios based on the British convoys
to Malta, the Italian convoys to Africa, and the
evacuation of Crete, The rules will probably be
based on a modified and simplified FLAT TOP
system. This game is very much on the back
burner at present as other games have been
pushed into position ahead of it.
EMPIRES IN ARMS is our version of the excel¬
lent Australian Design Group's game on diplomacy
and warfare in the Napoleonic Era. This will be
our second "monster game" and, to keep costs
down and be able to squeeze it all into one box.
this will be the first Avalon Hill boardgame with
an unmounted map Development efforts have in¬
cluded extensive playtesting both here (this tied
up a large part of our staff for one night a week
for a year—including the grumpy and treacher¬
ous Mr, Martin, the large and dangerous Mr.
Shelley, the lovely and talented Mr. Uhl and yours
truly) and by some dedicated outside groups to
eliminate rule glitches and identify any other
problems. This is a large and long game, but is
a superb game for club groups. Changes will be
restricted to reformatting the rules and game
charts plus some rules changes to add a bit more
"chrome" and improve the game's balance (the
major problem with the original version). The
game should be out in the Spring of '86,
TOP in this fashion did I understand why on occa¬
sion, a carrier force “lingered" in an area that was
manifestly becoming too hot for comfort. You too
will experience that feeling. This is the kind of play
that can really put you in a commander's shoes and
let you begin to understand what he was faced with.
Such play is made even more interesting if the
situation is not historical, so that none of the players
will have more than a foggy idea of what forces the
enemy may field and what he is up to. An ex¬
perienced umpire should have no trouble concoct¬
ing a hypothetical scenario, yet one that could have
evolved, and to give the players tasks appropriate
to that situation. His much greater problem is to
decide which team or which individual player has
"won” when all is over.
An experienced umpire, who has the players' full
confidence, should also be given license to regard
the rules of the game as no more than traffic laws—
laws that may be broken, but not too often and only
for good reason. This allows him to compensate
when a literal application of rules and die rolls
produces a patently impossible or wildly improba¬
ble outcome. The umpire may even encourage play¬
ers to take measures or conduct operations that make
sense historically but have no place in the rules as
written. Think of landing coast watchers at night
from a submarine on one of the unoccupied islands,
of interrogating enemy survivors fished out of the
drink, of having picked destroyers well forward of
your task force to give advance warning of an in¬
coming strike so that readied fighters can scramble
to intercept, of laying smoke at a landing site . . .
The possibililties are almost endless. Under the
guidance of an umpire with sufficient knowledge
of naval tactics and military history, a new dimen¬
sion can be added to the game.
An outstanding umpire should even be able to
break the rigid framework of hourly turns, running
his game on "real time 1 ' and doing away with all
the artifacts the turn schedule and phase sequenc¬
ing generates. He could even break the rigidity of
the hex grid! But now 1 am dreaming. _A
CHECK SIX is a game of tactical air-to-air com¬
bat using jets, the title refers to a pilot checking
his 6 o'clock position to avoid surprise and a
different (as yet undecided) title will probably be
applied prior to publication. Designed by Phantom
jockey Captain Gary Morgan, it was originally
published in a limited edition for use by the USAF
in training its fighter pilots. The Avalon Hill Game
Company's commercial version will extend the
game's scope by adding many more older aircraft
types, as the original concentrated on the most
up-to-date hardware. This is a "deep" game—in
that it is easy to learn but hard to master. The play
is fast-moving, yet gives a realistic picture of jet
combat and can be most unforgiving of any failure
to apply the proper tactics. Playtesting is mov¬
ing right along and the game should be released
by spring.
Captain Morgan also designed a companion
USAF training game to CHECK SIX called FEBA
{Forward Edge of the Battlefield Area) that will
also probably be retitfed. FEBA covers air opera¬
tions against ground targets in a modem battle¬
field environment. Our commercial version is
currently holding a "reserve" position until I can
get STURMGVIK, EMPIRES IN ARMS and CHECK
SIX off my desk and into boxes on store shelves,
but conceivably could be published late in 1986.
S. Craig Taylor, Jr
KNIGHTS OF THE SKY refers to the brave pilots
of the First World war and to a new game on the
same subject sometime this winter. One might
justifiably ask why, with one such game
[RICHTHOFEN'S WAR) already available from this
company should we wish to produce another—all
the more surprising considering its narrow appeal.
The reason is simple, however. I felt that I had a
new and interesting way of presenting these air
battles and convinced the management here to
let me show it.
The design concentrates on the quick thinking
and abilities of the pilots. As a player/pilot, you
do not need to calculate the actual hex-by-hex
movement of your aeroplane. You, instead, need
only to select the maneuver you want your plane
to perform from among a set of maneuvers
provided to you by your pilot rating and type of
plane. The actual movement plot of the maneuver
has already been determined and shown on a
card. In this way, you think only in terms of your
next action and not in the mechanics of that
action. Anyone who has become proficient at
some physical skill understands this phenomena.
An automobile driver, for instance, consciously
thinks only of making a turn or changing gears;
the complicated interaction of gauging distance
and turning the wheel to the proper degree, or
coordinating the clutch pedal with the gear shift,
is done instinctively from repeated experience.
This method of approach accrues another
benefit as well as it allows me to personalize the
maneuvers specifically for each type of plane be¬
ing operated. I can permit a Sopwith Camel, for
instance, to complete a 180-degree turn to the
left much faster than I would allow, say, a Junkers
two-seater. The player is forced to become pro¬
ficient in playing a particular type of plane only
by the realistic method of repeated flyings.
At this point, the game design is still much in
its theoretical stage. More specific information will
be communicated from time to time in the upcom¬
ing months once I've converted the great amount
of technical data into game values.
Mick UN
HELL ON WHEELS is the working title for a
solitaire game which puts the player in command
of a WW2 Sherman tank. This project is a
response to the great success of our B-17 game
and Victory Games' Ambush series. My current
version of "Hell on Wheels" is played on a SQUAD
LEADER type mapboard, with the player's tank
posed as part of an infantry/tank combat team.
The mission of your force Is to clear the board
of enemy positions and/or reach other geograph¬
ical objectives. The actions of the elements of
your combat team and friendly troops on your
flanks off the edge of the board are handled
abstractly. You will be mainly concerned with
what your own tank can see and do. The player
will keep track of ammunition and fuel, and will
operate his own tank within some limitations from
the team's orders. Enemy action will be generated
randomly.
The game of HELL ON WHEELS is intended to
provide a fun and interesting solitaire game which
will illustrate what it was like to fight from the
famous Sherman. I hope HOW will provide the
technical information and repeat-playability of
7 with the decision-making opportunities of
Ambush.
Bruce Shelley
☆
31
TORPEDO JUNCTION
New Pacific Scenarios for SUBMARINE
By Robert D. Hannon
It is difficult to find enough superlatives to
describe SUBMARINE „ an innovative wargame
whose playability may actually enhance the
intricacy, suspense, and deadliness of undersea war¬
fare brou ght out in the course of play * SUBMARINE
is easy enough to play, but difficult to master except
through long and varied experience. Hence, this
article.
SUBMARINE presents some daunting tactical
challenges—it is difficult to launch an accurate
torpedo attack, and more difficult yet to oppose one.
More and varied experience, possibly beyond the
scope of the original game, is needed, and this article
has been written to provide such opportunities.
The following scenarios are of assorted size,
arranged in chronological order, and cover opera¬
tions in the Pacific Theater. Although based on
actual engagements, the ship classes and victory con¬
ditions are approximations for ease of play and
balance. Players should find a satisfying variety of
setting, complexity, and scope among these
scenarios.
SCENARIO TJ1
DEATH OF THE YORKTOWN
i. Introduction
The voyage of USS Yorktown after the Bat fie of
Coral Sea was an epic of endurance. Damaged in that
battle, patched up at Pear! Harbor, she left Pearl 72
hours after limping in from the South Pacific, During
the Battle of Midway, the Yorktown took three bomba
and two torpedoes from Japanese aircraft, and was
abandoned on the afternoon of 4 June 1942. Yet, the
Yorktown remained afloat that night, and salvage
parties boarded the ship the next day. By the after¬
noon of the 6th, it seemed that Task Force 17 might
actually save its flagship—when 1-168 appeared.
Destroyer Hammann was sunk during the melee,
while 1-168 escaped after putting two more torpedoes
into the Yorktown— which still took another 12 hours
to go down.
JL Order of Battle
1. Japanese Player — i- 168, Class 1-168 2,
2, American Player — Yorktown, Class Enterprise
Astoria, Class Indianapolis
Portland, Class Indianapolis
Hammann, Class Craven
Anderson t Class Craven
Hughes, Class Craven
Morris, Class Craven
RussetI, Class Craven
III. Starting Location
1. t-168 —(see 20.4) Set-up must be within 20 hexes
of Yorktown.
2, Yorktown—130, Bd B, Dir. 4
Astoria— L36, Bd B, Dir. 1
Portland— L24, Bd B, Dir. 4
Hammann—129, Bd B, Dir, 4
Anderson^- Li8, Bd B, Dir, 4
Hughes-K2A t Bd B, Dir. 5
Morris— L42, Bd B, Dir. 1
Russeti— Z36, Bd A, Dir. 2
IV. Victory Conditions
The scenario is resolved according to rule 20.1, The
Japanese player, however, receives no victory points
for the initial damage to the Yorktown, nor for it being
dead in the water.
Game Length
20 turns, Day Scenario
VI. Special Rules
Yorktown now has 12 damage points remaining,
out of an original 32 {the Japanese player does not
receive victory points for damage he does not Inflict}.
The Yorktown 1s DEAD IN THE WATER throughout
this scenario, and may not change position nor
facing.
The Hammann remains stationary until the third
turn after the appearance of torpedoes orvisuaifeonar
contact with the sub. It may then move within the
limits of rule 8,0.
American ships (other than Hammann and York¬
town) must move in a counterclockwise direction, at
a speed of three, around the Yorktown, maintaining
an exact distance from the York town's bow hex.
Escorts and cruisers may move freely beginning on
the turn after torpedoes are sighted or sub contact
is made,
1-168 has a Professional crew (49.0).
SCENARIO TJ2
TORPEDO JUNCTION!
I. Introduction
After the Battle of the Eastern Solomons, American
carrier forces retired to the Coral Sea to regroup. On
31 August 1942, American naval forces were roughly
260 southeast of Guadalcanal when part of the task
force was sighted by 1-26. One torpedo sufficed to
knock the USS Saratoga out of action for the second
time in nine months. After another carrier came to
grief south of the Solomons, the area would become
notorious as “Torpedo Junction".
II. Order of Battle
1. Japanese Player — 1-26, Class 1-15
2. American Player — Hornet , Class Enterprise
Saratoga t Class Enterprise
North Carolina, Class North
Carolina
Portland , Glass Indianapolis
Atlanta, Class Indlanapiois
Phelps, Class Fletcher
Worden, Class Fletcher
Dale, Class Fletcher
Farragut , Class Fletcher
MacDonough , Class Fletcher
IIL Starling Location
1. i-26 —(see 20.4) 2,
Hornet, Saratoga ; North Carolina, Portland, Atlanta —
must be placed, one per position, In the following:
140, Bd B, Dir. 6
Q4Q, Bd B, Dir. 6
147, Bd B, Dir. 6
Q47, Bd B, Dir. 6
M53, Bd B, Dir. 6
American escorts—(see 20,3)
IV. Victory Conditions
The scenario is resolved according to rule 20.1.
V. Game Length
20 turns, Day Scenario
Vi. Special Rules
American ships begin the scenario at speed of two
hexes/turn (three/turn In the Advanced Game).
f-26 has a Professional crew (49.0).
SCENARIO TJ3
THE SINKING OF THE WASP
I. Introduction
The 7th Marine Regiment left Espirttu Santo in
early September 1942 to help deal with the deteriorat¬
ing situation on Guadalcanal. Two American carriers
shadowed the troop convoy, as the Japanese fleet
was very active then. The enemy detailed the 1-19 to
stop the troopships, tt ran across the USS Wasp in¬
stead on the afternoon of 15 September. Three
torpedoes struck the Wasp, which had to be scuttled
later by its own escorting destroyers.
IL Order of Battle
1. Japanese Player — 1-19, Class 1-15
2, American Player Wasp , Class Enterprise
San Juan, Class Indianapolis
San Francisco, Class
Indianapolis
Sait Lake City, Class
Indianapolis
Aaron Ward, Class Benson
Buchanan, Class Benson
Farenholt, Class Benson
Lang, Class Craven
Set fridge, Class Fletcher
Stack, Class Fletcher
Sterrett, Class Craven
IIL Starting Location
t. 119— {see 20.4)
2. Wasp-MA6, Bd B, Dir. 6
San Juan , San Francisco, Salt Lake City— must be
placed, one per position, in the following:
140, Bd B, Dir. 6
Q40, Bd B, Dir 6
152, Bd B, Dir. 6
American escorts—(see 20,3)
IV. Victory Conditions
The scenario is resolved according to rule 20.1.
V. Game Length
20 turns, Day Scenario
VI. Special Rules
American ships begin the scenario at speed of four
hexes/turn. They must hold that speed until the turn
following sub contact or sighting torpedoes,
(Optional) Players may wish to follow this scenario
with an immediate playing of Scenario TJ4, combin¬
ing the two scores. The highest combined score
wins. This option must be agreed upon before play
of Scenario TJ3 commences.
SCENARIO TJ4
1-15 AGAINST THE HORNET
I. Introduction
The t-15 was five miles from the position of the USS
Wasp when its commander witnessed the attack by
f-19 strike. He promptly ordered his crew to fire on
another nearby American task force. Missing the USS
Hornet his torpedoes struck the North Carolina and
destroyer O'Brien.
II. Order oi Battle
1. Japanese Player -t-15, Class 1-15
2, American Player —Hornet, Class Enterprise
North Carolina, Class North
Carolina
Portland, Class Indianapolis
Atlanta. Class Indianapolis
Batch, Class Fletcher
Benham, Class Craven
Bllet, Class Craven
Grayson, Class Benson
Monssen, Class Benson
Maury, Class Fletcher
O'Brien, Class Craven
III. Starting Location
1, M5—(see 20.4)
2. Hornet , North Carolina, Portland , Atlanta— must
be placed, one per position, in the following:
140, Bd B, Dir. 6
Q40, Bd B, Dir. 6
152, Bd B, Dir. 6
Q52, Bd B, Dir. 6
American escorts—(See 20,3)
32
IV. Victory Conditions
The scenario is resolved according to rule 20.1.
V. Game Length
20 turns, Day Scenario
VL Special Rules
American ships begin the scenario at speed of four
hexes/turn. They must hold that speed until the turn
following sub contact or sighting torpedoes.
(Optional) Players may wish to precede this
scenario with an immediate playing of Scenario TJ3,
combining the two scores. The highest combined
score wins. This option must be agreed upon before
play of Scenario TJ3 commences.
SCENARIO TJ5
GUADALCANAL AFTERMATH
L Introduction
tn the first round of the naval battle of Guadalcanal,
five American cruisers and eigth destroyers entered
Iron bottom Sound and ran head-on into the "Tokyo
Express". The surviving ships were leaving the Sound
by way of Indispensable Strait on the morning of
Friday, 13 November 1942. The t-26 was waiting. A
spread of torpedoes missed the USS San Francisco
but struck the USS Juneau, which exploded. The re¬
maining ships kept full speed end only two survivors
were ever rescued.
11. Order of Battle
1. Japanese Player — 1-26, Class 1-15
2. American Player — Helena, Class Indianapolis
Juneau w Class Indianapolis
San Francisco, Class
Indianapolis
Fletcher , Class Fletcher
Sterrett , Class Craven
O r Bannon f Class Fletcher
IIL Starting Location
1. /-26—(see 20.4)
2, O'Bannon— Q10, Bd A, Dir. 6
Fletcher— D20, Bd B, Dir. 6
Sterrett —V20, Bd B, Dir, 6
Helena— M30, Bd B, Dir. 6
San Francisco— M40, Bd B, Dir. 6
Juneau—V44Q, Bd B, Dir. 6
IV. Victory Conditions
The scenario is resolved according to rule 20.1. The
Japanese player, however, receives no victory points
for the Initial damage to the US ships.
V. Game Length
20 turns, Day Scenario
VI. Special Rules
American ships may be removed from play if
moved off the board edge in Direction 6. Such ships
may not be returned to play,
American ships commence play with the following
damage: Sterrett— 4 damage points; Juneau— 7
damage points; San Francisco —5 damage points;
O'Bannon— 1 damage point and NO sonar. This
damage does not count toward Japanese victory
points, but does count towards these ships becom¬
ing DEAD IN THE WATER (as per data card).
American ships begin the scenario at speed of
three hexes/turn (four/turn in Advanced Game), They
may not exceed that speed until the turn following
sub contact or sighting torpedoes.
t-26 has a Professional crew (49.0).
SCENARIO TJ6
ENCOUNTER IN THE SLOT
I. Introduction
The "Slot"—the passage along the Solomons—
saw increasing use by American forces once the
Guadalcanal campaign ended. On 5 April 1943, the
escorts of one such force detected an intruder on
their radar, RO-34 had been sent with orders to find
American ships in the area. Two destroyers obliged
and RO-34 never returned to Rabual.
II. Order of Battle
1, Japanese Player — RO-34, Class RO-33
2. American Player —Strong— Class Fletcher
O r Bannon — CI ass F letc her
IIL Starting Location
1 . RCF34— R31, Bd B, Dir. 5
2. O'Bannon— Y8, Bd A, Dir. 2
Strong— H35, Bd A, Dir, 2
IV. Victory Conditions
The scenario is resolved according to rule 20,1.
However, the American player loses is he fails to sink
the RO-34 .
V. Game Length
30 turns, Day Scenario
VI. Special Rules
RO-34 begins game on surface.
American ships begin scenario at full speed.
SCENARIO TJ7
SADO VS. TAM BOR
I. Introduction
The abandonment of the faulty US magnetic
torpedo warhead, and increased tanker losses,
caused a severe fuel shortage in Japan In January
1943. Two special convoys were ordered to set forth
from the East Indies to alleviate the problem. The first
one—comprising the Ariake Maru, Goyo Maru and
Sado— was stalked for a full day and night through
the East China Sea by the USS Tambor. The
Americans struck just before dawn on 3 February,
and sank both tankers—paying for their success by
16 hours of depth-charging by the Sado. The Tambor
barely survived, and returned to port victorious but
leaking.
II. Order of Battle
1. Japanese Player -2-T2 Tankers
Sado, Class Etorufu
2. American Player — Tambor, Class T
IIL Starting Location
1, Sado— M25, BdB, Dir. 6
T2 Tanker— [32, Bd B, Dir. 6
T2 Tanker—Q32, Bd B, Dir, 6
Both tankers are In a slow convoy,
2. Tambor—{see 20.4)
IV. Victory Conditions
The scenario is resolved according to rule 20.1,
V. Game Length
30 turns, Night Scenario
VI. Special Rules
The ocean floor at this point Is 275 feet. Tambor
may dive to this depth only if It doesn't move on the
turn it sinks to, or rises from, this depth. Tambor may
actively move at 250 feet and above. Resting on the
ocean floor provides a Sonar Homing Table modlfl*
cation of - 1 (If reloading or making repairs) or + 4
(if silent running) to the colored die. These modifica¬
tions apply only on turns when submarine is on the
ocean floor throughout the turn (I.e,, does not change
depth),
Sado has a full complement of depth charges {if
rules 61.0 and 62.0 are invoked), Sado has a Profes¬
sional crew (49.0). Sado uses Prolonged Attack Proce¬
dure at game's end if it is still afloat and both tankers
have been sunk {no convoy to guard makes rule 34,7.1
academic).
SCENARIO TJ8
ONE MORE FOR ENGLAND
L Introduction
Responding to carrier raids on New Guinea and
truk, the Japanese executed plan "(chi-Go" which
called for a submarine cordon between Truk and the
Admiralty Islands. Seven RO boats were posted to
this line In May 1944, a move closely followed by US
Intelligence. An experimental force of three Allied
destroyer escorts, equipped with the latest weaponry,
went from one end of the line to the other Introduc¬
ing the Japanese submariners to hedgehogs and
other ASW innovations. Seven boats, Including two
that were not part of the picket line, were sunk; only
two boats escaped the debacle. During the operation,
USS England was credited with sinking six of the
enemy. "Ichl-Go" was cancelled,
IL Order of Battle
1. Japanese Player — RO-108, Class RO-1QO
2. American Player — England, Class Buckly
IIL Starting Location
1, RO-W8 —035, Bd B, Dir. 5
2. England— P20, Bd B, Dir. 3
IV. Victory Conditions
The American player must sink the RO-108\ any
other outcome Is a Japanese victory,
V. Game Length
30 turns, Night Scenario
VL Special Rules
All weapons available to the ship on the Weapon
Availability Chart, as of Spring '44, may be used by
the England . England has a Professional crew (49,0),
Rule 34.7 is not used.
(Optional) Rule 61.0 may be invoked, if so, the
American player must announce what type(s) of
depth charges the England carries, and how many
within overall capacity. Rule 62.0 is not in play;
RO-108 has a fulf load of torpedoes.
SCENARIO TJ9
HARDER OVERDUE;
PRESUMED LOST
I. Introduction
In August 1944, several American submarines
found good hunting off Manila under the guidance
of Sam Dealey of the USS Harder , senior captain
present. Seven enemy merchantmen and four escorts
were sunk. On the morning of 24 August, the crew
of the USS Hake watched Harder’ s periscope head¬
ing toward the coast of Luzon, pursuing a Japanese
minelayer and Thai destroyer. They heard a brief
depth charge attack. USS Harder was never seen
again; Japanese records report finding cork and wood
debris, Sam Dealey had tackled his last destroyer.
II. Order of Battle
1. Japanese Player —Fhra Ruang, use British
Class LL V Type 1"
Sub Chaser #43, Class Sub
Chaser #28
2. American Player —Harder, Class Gato
IIL Starting Location
1. Phra Ruang—T2Q, Bd B, Dir. 6
Sub Chaser #43—H30, Bd B, Dir. 1
2. Harder— S22, Bd B, Dir. 4
IV. Victory Conditions
The scenario is resolved according to rule 20,1.
V. Game Length
30 turns, Day Scenario
VL Special Rules
Maximum depths are as follows: Bd A—100 feet;
Bd B—200 feet; Bd C—300 feet. Harder must rest
upon the bottom {i.e., it doesn't move) on the turn It
descends to, stays at, or rises from maximum depth.
The submarine may move freely 25 feet or more above
maximum depth.
Ships may not move onto or through Row B of
Board A (a reef exists here).
The Phra Ruang (Thailand destroyer) has no radar,
no sonar and no ATW. ft uses Japanese 250 lb depth
charges.
Sub Chaser #43 has a Professional crew {49.0).
☆
33
THE QUALITY POINT SYSTEM
The Last Word on Game Popularity
By Dan Ryan
The relative popularity of the products of The
Avalon Hill Game Company has been the subject
of many articles in The GENERAL over the years.
Some might think that the subject has been dealt with
in such detail that another article on it would be of
little or no use. This might be true if the previous
articles had covered more than one aspect of what
GENERAL subscribers play regularly. However, I
feel that all previous authors have failed to display
each game's real popularity—when all factors are
taken into account.
First, I should define “game popularity". To me,
a popular game is one that is played often, and is
still played on a regular basis months after purchase.
In this article I wanted to analyze each game's
popularity on the basis of its performance on the
“So That's What You've Been Playing" column
and the coverage that the game has received in The
GENERAL, I will also show why my system is
superior to previous attempts to gauge game
popularity.
Before I explain why I chose the “So That's What
You've Been Playing" list and GENERAL cover¬
age as the basis of rating these games, I should ex¬
plain why I didn't use some other aspects of
popularity. One of these on display is the annual
“Best Sellers" list, which rates the best-selling AH
games of the previous year and of all time. 1 be¬
lieve that this listing is not a viable way to judge
popularity because it merely recounts ownership—
not playing time. Many games don't get played af¬
ter the first weeks of interest following purchase.
Because the list includes sales of games to non-
GENERAL subscribers, any attempt to monitor
game popularity with it is doubly useless.
It is by the same token that I believe that one can¬
not judge a game's popularity by how many people
rated it in the "Readers Buyer’s Guide' ’, a list that
rates games according to subscriber's mailed-in
opinions in various categories. Again, this too is
just an indication of ownership. Many people un¬
doubt ly had to brush a heavy layer of dust that
covered a rarely-played game to rate the contents
inside.
While on the subject of the RBG T I should note
that a game's rank on the chan does not indicate
its popularity in any form. While it may be true that
what folks think are good games more often than
not are popular also, it is also true that sometimes
games that do not rate highly get played regularly.
The reasons for this vary. For some wargamers, it
might be the only game that they know well enough
to play with enjoyment; hence, some ahistorical,
simple games are quite popular. For others, it might
be that they play a game a great deal for which
they've developed a “sure-fire" strategy. And, of
course, the RBG rankings are absolutely no sure
measure of the worth of any game. No, one cannot
say which games are popular by looking to the RBG.
Another aspect which I feel is not accurate in
determining game popularity has been the subject
of no less than four articles in The GENERAL— the
“Opponents Wanted" ads. Four separate surveys
have looked at the games which have been requested
by players using the advertisements. Taking nothing
away from these authors, whose hard work in
research for their articles I can appreciate better than
most, it is my opinion that this is not an accurate
gauge of popularity. There are several reasons for
this belief. First of all, it is impossible to know
which games end up being played as a direct result
of an appearance of an advertisement in the Oppo¬
nent's Wanted section. Secondly, it is also unknown
which games a person has iisted in his ad are games
he would really like to play, and which listed games
he will play only if he gets no offers to play any
of the others.
Finally, I believe that the people who send in re¬
quests for opponents do not represent the average
GENERAL reader. Ln a typical issue, the “Oppo¬
nents Wanted" list includes some 74 advertise¬
ments—approximately a mere .38% sampling of the
readership. Additionally, about 10% of these ads
were from dubs seeking members. It seems that the
vast majority of readers have plenty of opponents,
or play solitaire. For all these reasons, any attempt
to evaluate game popularity on the basis of the
"Opponents Wanted" list is ludicrous.
Now that I have shown the various reasons why
I decided not to include various quantifiable aspects
of game popularity in my rating system, 1 should
explain why I chose the aspects that I did, I wanted
a system which could measure how much playing
time each game received compared to other games
on a regular basis. The “So That's What You've
Been Playing" list fills that role nicely.
Each issue of The GENERAL has a small
questionnaire in the insert that asks readers to list
the three games they have been playing since they
received their last GENERAL. The results of this
survey appear two issues later. There is usually a
fair number of responses (from 400 to 700), so it
represents the readership well. When all the votes
are tabulated, the twenty games that recieved the
most votes are listed. Too, included on the listing
is a “Frequency Ratio", which is derived by divid¬
ing the number of votes a game received by the num¬
ber of votes the 20th placed entry has. The “So
That’s What You've Been Playing" column is
without question the most accurate method to de¬
termine game popularity . The only way the list could
be improved would be if the editors called every
subscriber and asked them what they played each
week! As is, the listing serves its function well.
The list is, however, not highly regarded by the
editors. Making comments such as, “I have long
harbored reservations about the worth of our So
That’s What You've Been Playing column . ,
they have let their feelings be widely known. Both
Don Greenwood and Rex Martin have stated in the
past that because the list is so affected by what games
receive coverage in The GENERAL, that any attempt
to determine each game's popularity from it would
be futile. The feature game in an issue will shoot
out of nowhere onto the list due to its heavy cover¬
age. Other games that have articles on them appear
also to do well on the list—momentarily,
It is quite true that the list fluctuates with each
new issue of The GENERAL. However, if the
amount of coverage a game receives is then factored
into our calculations, the GENERAL 's impact on a
game’s popularity will be revealed. The question
now is how to calculate each game’s true popularity.
The Quality Point System
We have now reached the focal point of this
article. The “Quality Point System" which I have
developed is based on three critical factors. These
three factors are:
Average Rank Point (ARP): The first step in this
process is to figure the first issue that each game
would be included into the calculations. This “start¬
ing issue" can be used to derive the game's average
Frequency Ratio. The first issue that had an install-
mem of “So That's What You've Been Playing"
was VoL 17, No. 6. All games published before
this issue will use it as a starting point for our cal¬
culations. For any game published afterwards, the
starting point is the first issue in which the game
received enough votes to place it on the list of top
twenty most-played games. I make this distinction
of how long a game has existed for a very good rea¬
son. If calculations for all games started with Vol.
17, No. 6, games released after that date (April
1981) would be held accountable for not placing on
the list when they simply did not exist.
Once each game’s starting point has been decided,
I then calculate the “rank points" each game would
receive for each appearance on the list. The num¬
ber of points for each appearance was assigned de¬
pending on the rank the game held. For a first place
ranking, a game received 20 points. A game got 19
for a second place showing; 18 for a third place slot;
17 for fourth place; and so forth, 1 then merely
added up each game’s total and divided the result
by the number of issues since its starting issue (to
Vol, 21, No. 6—the last included in this survey).
To illustrate how all this works, I will display how
the GUNS OF AUGUST ARP was calculated. The
first time GOA appeared on the list was in Vol. 18,
No. 3, From then to VoL 21, No. 6, it earned 114
rank points. The number of issues from Vol, 18,
No. 3 through Vol. 21, No, 6 is 22, So, GOA "s
Average Rank Point is 114/22, or 5,18
Average Frequency Ratio (AFR): This is determined
by adding up all the frequency ratios a game has
received during its tenure on the listing, and then
dividing that sum by the number of issues since the
first issue it appeared in. For GOA , for instance,
you'd have 27.5/22 = 1,25,
Is the “Frequency Ratio” an important factor in
a game's popularity? According to Kdczec, “the fre¬
quency ratio changes in every list and thus renders
any attempt to base the survey on this aspect
ludicrous," 1 believe that Kiczec is wrong. Obvi¬
ously, a game's rank on the list indicates that a game
has received more votes than games ranked lower
than it. The frequency ratio tells by how much.
Sometimes the top ranked game will dominate the
listing with a ratio of nine or higher. Sometimes the
top game will only have a ratio of around three or
four. Often games with the same rankings, but in
different lists, will have frequency ratios that are
quite different. Without any ratio calculation, all
ranks must be considered equal in popularity which
is certainly not the case. Incorporating the AFR in
game popularity calculation makes the system more
complete.
Pages Per Issue (PPI): The first step in calculating
PPI lies in finding each game's starting issue.
Occasionally we must then subtract two for the num¬
ber of issues it takes the game to be included in the
survey results after appearing in these pages. The
result is the "PPI starting issue’ 1 .
Next we look at all the issues of The GENERAL
from that game's PPI starting issue through Vol.
21, No, 6, Find all the articles on that particular
game, and count all the pages of all those articles.
This total is ten divided by the number of issues
since its PPI starting issue. To illustrate how this
works, let us again use GOA as an example. GUNS
OF AUGUST was the subject of articles that have
totaled 19,67 pages. Its starting issue was Vol. 18,
No, 3. Thus GOA 's PPI is 19.67/22 = .89.
Some may feel that counting the number of pages
of each article for a particular game may be
“bogus" and that merely counting the times a game
appeared in The GENERAL would be sufficient.
34
However, not all issues of The GENERAL cover
games equally. When CIVILIZATION was the
featured game back in VoL 19, No. 4, it had only
5.67 pages devoted to it. On the other hand, G.I.:
ANVIL OF VICTORY had some 27 pages devoted
to it in VoL 20, No. 1. 1 think it quite obvious that
GT s heavy coverage did considerably more to stimu¬
late that game's performance on the list than did
CIVILIZATION'S light coverage. Including how
many pages a game has had in The GENERAL when
deriving a system to measure the effect the magazine
itself has on a game's popularity is necessary for
any accurate reporting. (Readers should note that
1 have included coverage in The Victory Insider
when relevant.)
Once the ARP, APR and PPI for a game have
all been calculated, the Quality Points (QP) for that
game can be figured. The formula for my system
is QP = (21 - Average Rank) + AFR 15- PPI, For
GUNS OF AUGUST this would mean, (21 - 15.82)
+ 1.25) - .89 =5.54 Quality Points. After every¬
thing was sorted out, I assembled the accompany¬
ing chart. There have been 55 games that have
appeared on the list. The games are ranked in
descending order of Quality Points, their average
rank, the AFR. PPI and relative ranking for each
respective category.
As my title suggests, I think that my Quality Point
System is accurate in determining game popularity.
The system shows that many games should be
receiving more coverage in the pages of The
GENERAL (notably, RUSSIAN CAMPAIGN )-at
least in terms of the "So That's What You’ve Been
Playing” column. Other games receive a disparate
amount of coverage (look to STORM OVER
ARNHEM ). As a point of interest, a game that gets
what we should consider * 4 fair coverage” will have
a PPI rank very close to its OP rank.
The chart is dominated by games that the editors
of The GENERAL have often named "future
classics”, with a handful of newer releases grouped
behind them in the QP rankings. The system also
reveals some new^ games that are far from being
popular at the present time. Many conclusions can
be drawn as the result of my work here. I would
only hope that this system will answer some ques¬
tions that might arise about game popularity, and
provide some incentive for authors and editors both
to be aware of what the readership would like to
see. In my humble opinion, the Quality Point System
is truly the last word in judging the popularity of
a game.
☆
SQUAD LEADER
I
22.59
1
1756
l
5.75
4
2.60
RUSSIAN CAMPAIGN
2
19,12
3
4.40
5
2,96
30
.44
THIRD REICH
3
18.80
2
3,24
2
3.92
3
2.88
B-17
4
17.58
5
5,00
6
2.54
16
.96
G.I.: ANVIL OF VICTORY
5
17.13
4
4,73
3
3.28
5
2,42
1 VICTORY IN THE PACIFIC
11
10.43
11
10.10
9
1.94
10
1.61 I
CIVILIZATION
12
10.33
12
11,80
13
1.51
31
.38
Dungeons & Dragons
13
9.78
15
12,64
14
1.46
50
0.0
WAR AND PEACE
14
9.36
13
12.16
12
L56
14
1,05
1 FLAT TOP _
15
8.83
14
12,63
16
1.4]
18
.95 |
WOODEN SHIPS & IRON MEN
21
5.39
20
15.80
17
1.30
12
1.11
PANZER LEADER
22
5.38
22
16.16
21
1,06
27
.52
WAR AT SEA
23
4.47
24
17.20
22
.83
45
.16
PANZERGRUPPE GUDERIAN
24
3.78
16
14.00
15
1.45
1
4.67
Civil War
25
3.63
29
17.80
30
.63
44
.20
1 AIR FORCE
31
3.36
31
17.87
31
.61
32
.38 1
GUNSLINGER
32
2,56
32
17,94
32
.52
15
1.02
STORM OVER ARNHEM
33
2,24
28
17.67
25
.76
9
1.85
NAVAL WAR
34
2.19
36
18.82
38
.34
33
.33
1 FANZERKRIEG _
35
1.89
37
19.33
43
.22
54
0.0
1 HUNDRED DAYS BATTLES
41
.66
48
20,67
39
,33
53
0.0
SUBMARINE
42
.54
44
20.32
44
.15
35
,29
STARSHIP TROOPERS
43
,34
46
20.48
47
TO
36
.28
THE LONGEST DAY
44
,16
45
20.37
46
.13
25
.60
| D-DAY ’77 _
45
.08
50
20.76
48
.08
42
.24 |
FREDERICK THE GREAT
51
-.27 .
18.50
34
.48
6
2.29
1776
52
-.28
51
20.82
54
04
29
.44
BULL RUN
53
-.38
30
17.83
28
.67
2
4.22
FREEDOM IN THE GALAXY
54
-.52
49
20.71
45
.14
17
.95
Nato
55
— ,63
43
20.00
35
.37
7
2,00
35
T.K.O. IN TWO
An American Strategy for VICTORY IN THE PACIFIC
By Phi Hip Hanson and Bob Schroeder
The authors, after having read much of the
VICTORY IN THE PACIFIC literature, agree with
ihe consensus that one player has an enormous
advantage. We part company with the others, how¬
ever, in that we feel it is the American player who
possess this advantage.
Most of the advice heretofore printed on Japanese
strategy implicitly assumes a basically defensive
posture for the U,S. Navy. If the U.S. player con¬
tents himself with trying to ward off the Japanese
onslaught then he will be a ripe victim for the many
ploys advocated for the Japanese elsewhere, for ex¬
ample the "TKG in Three" of Alan R. Moon (The
GENERAL- Vol. 17, No. 4), To avoid this, the
U.S. player must adopt an attitude paralleling that
of the U.S. Navy historically. In WWII the turning
point was certainly the battle of Midway. This was
quite a risky operation for the American command
and this may partially account for the Japanese
players' disregard for the possibility of interven¬
tion by the U,S. carriers in the war game.
To duplicate the feat of the U,S, Navy, duplicate
its willingness to take risks. In the game, this may
mean taking unpleasant actions or avoiding satis¬
fying actions. Swallow your pride and do it.
Herewith is a step-by-step strategy for success.
It calls for humility and risk taking. It would not
have set well with Washington, (Recall the official
nervousness over the Midway plan.) But it will
work, subject to the normal effects of luck,
OVERVIEW OF U.S. STRATEGY
Before beginning, get out the board and spread
it in from of you. Look at the board. It reveals many
facts which you would do well to remember. For
example, notice the Point of Control levels for each
area. In most cases, the points for Japanese control
exceed those granted for American control. Com¬
bine this with the awareness that the game is won
on points and the conclusion is stark. Effort spent
preventing Japanese control is more fruitful than the
same effort used to assert your own control. This
is a crucial point to bear in mind.
Generally, it requires less effort to decontrol an
area with raiders than to control it with patrollers.
This is because you need not guess how many ships
the enemy will have in the area. The number of
patrollers required for success is always unknown.
But at the time of allocating raiders, all Japanese
ships have already been placed so you can take ad¬
vantage of this knowledge to only send as many
ships needed to do the job.
Furthermore, when decontrolling, the job itself
is easier since the objective is only to eliminate all
patrollers and planes of the Japanese, rather than
to wind up with some of your own stiU around. Thus
it is often possible to break off action after a few
rounds with the goal already attained, instead of hav¬
ing to toe it out to the end.
Next, look at the bases and ports. The Japanese
have three ports and four bases. You have five pons
and ten bases. This is a powerful advantage, and
one which should not be carelessly frittered away,
as it frequently is. Consider this. Only one area
(Japan itself) is safe for the Japanese on Turn Two,
even assuming they have done the best they pos¬
sibly can. All other areas are vulnerable to Allied
ships or planes or both. The Japanese must change
this if they expect to survive, much less to win.
Furthermore, all areas are potentially reachable from
U.S. ports by patrollers, except the Aleutians, Note,
though, that if Singapore falls, Japan and the
Marianas become unpatrollable from Allied ports
as well. Given the point importance of these areas
this is an important change.
Armed with an awareness of this Achilles heel,
a shrewd and courageous American player can often
bring the Japanese to their knees on Turn Two.
Details follow in the notes on the play of Turn Two,
Finally, notice that if the Japanese can control the
areas that they start the game with and if they can
take Guadalcanal and Midway, they then have a
perimeter. This perimeter will enclose over ten
points for the Japanese, and leave only eight for the
U,S. The conditions they must meet to achieve this
are not too difficult. The disparity of POC will pile
up turn after turn. And the Japanese will probably
not sit idly by and allow you even the eight you
might get.
The insights available from the board can be
summed up succinctly: the U.S. has little need to
patrol; raiders suffice initially. The main effort
should be devoted to raids for several reasons. Raids
can prevent Japanese control of areas which is the
prime objective, as discussed above. Raids can pro¬
tect ports and bases; the Japanese need control to
force port surrender, and raiders can attack Marines
just as well as could patrollers. Raids may protect
Singapore; this is the most important and most
threatened port. Any raid can puncture the Japanese
perimeter, exposing vulnerable rear areas to sub¬
sequent attack. Most importantly, raiders move last,
maintaining flexibility of response, and avoiding
premature revelation of your intentions to your
opponent,
Now look at the reinforcement track. The
Japanese have next to none. The U.S. has many
ships coming on. Therefore, the U .S, can withstand
losses more easily than the Japanese can. This is
all to the good, since the American player can ex¬
pect heavier losses than the Japanese player, due
to the basic and substantial inferiority of US. ships.
Let's look at the relative worth of the various
weapons systems the two sides have to work with,
as revealed by the rules. Notice the action roll modi¬
fiers. This guarantees the superiority of planes over
surface ships. The carriers have the attack bonus.
Land-based air units don't. Carriers are affected by
the attack bonuses of the enemy and by disabled
36
results. Land-bused air units aren't. Obviously,
carriers hit harder, but land-based air units are
tougher.
The potential for offensive action revolves around
the carriers precisely because they are the more
potent weapon system. The role of surface ships is
to escort the carriers and keep them safe from the
surface ships of the other side. In the rules each sur¬
face ship has the same ability for escort purposes,
regardless of its size. For this Junction, five cruisers
are just as good as five battleships. Better in fact,
because speed rolls are often necessary to keep up
with the carriers. Cruisers make them automatically.
Battleships often fail. Thus, battleships cannot be
counted on to carry out this mission. Pursuit of the
defeated enemy is easier with cruisers. Escape from
enemy pursuit is also easier with cruisers, Remem-
ber, “Cruisers can flee the bruisers*".
Hence, it is apparent that: planes are better,
cruisers are worthwhile and battleships are not.
Coincidentally or not, these are exactly the conclu¬
sions the U.S. Navy drew from its experience in
the Pacific. You need not repeat their mistakes in
learning the same thing. In fact, you can benefit
from this prior knowledge by not pinning your hopes
on your battle wagons.
How do the Allied and Japanese fleets compare
system by system? Lefs look:
Cruisers. The Japanese cruisers are clearly
superior to anything the Allies have. All get the at¬
tack bonus and have at least as much speed as any
Allied ship afloat. Also, they have as much, if not
more armor, except for the Kitkami and Oi<
Battleships. The Japanese tend to be slightly faster
in the early turns—which means fewer botched
speed rolls—but this is mostly a wash, due to the
fundamental worthlessness of battleships.
Carriers . The Japanese have more, but they are
smaller and more fragile by and large This is
actually an advantage in that a damage roll of “3"
will sink the Enterprise or the Zuiho, but whereas
the U.S, player would have lost four attack factors,
the rich Japanese would have only lost two. Like¬
wise, a single “Disabled"' result will send away the
Enterprise or Zuiho, but the U.S. has been hurt the
more. On the other hand, a “2“ will still kill the
Zuiho, but the Enterprise will live to fight another
day. The smaller Japanese carriers also give the Im¬
perial Japanese Navy more flexibility in deployment.
While the Zuiho and Shoho can be split between two
areas, the Enterprise cannot be.
Land-based air units. Here the advantage is dear
for the Allies. The units on both sides can take the
same punishment, even thought the U.S. formations
are smaller and more flexible. This allows the Allies
to outmaneuver the Japanese in the Air Placement
Phase, and more than compensates for the minor
Japanese advantage of one more die on the attack.
Offensively, the U.S, gets 20 dice to the Japanese
18. Defensively, it lakes 40 points of damage to stop
the U.S, Air Force, but only 24 to stop the Japanese,
So the decision must be hands down for the Allies,
Marines. The U.S. marines are slightly better.
They are stronger (Island Combat option), can take
a bit more damage, and there are more of them. This
is balanced, however,by their bad timing. They
don't appear until late in the game, and often wind
up stranded in Hawaii on Turn Three, in which case
Turn Five is the earliest one can really count on
them. A pity, since the Marines in combination with
land-based air units are the most potent weapons
system the Allies have.
Lastly, the non-American Allied forces are sub¬
ject to severe basing and sailing restrictions. The
British are subject to both, making their fleet much
less impressive on water than on paper. The
Australians and the Dutch cannot raid three areas.
The relative worth of the forces under Allied com¬
mand on a ship-by-ship basis is obviously that
the U.,S. are best, Australians and Dutch are good,
and the British are frequently ineffectual.
However, the British become a powerful factor
in the game if Singapore is preserved. Then they
can threaten Japanese positions in Japan, the Mari¬
anas. and in the South Pacific, all critical areas. The
implication of this is, as stated before, that the
preservation of Singapore is a thing devoutly to be
desired on many counts. Every effort should be bent
to this end, rather then ceding this pivotal real estate
without a fight.
TURN ONE
To begin with, lefs get into the proper frame of
mind. Do not gnash your teeth and tear your hair
out over ships lost in air raids. Expect to lose all
the forces in Pearl and Indonesia, Smile at your op¬
ponent as he gloats over your losses. (This will un¬
nerve him; and pyschological warfare is about the
only sort of warfare you are allowed this turn,) If
any ships should survive, look upon them as unex¬
pected reinforcements.
It is impossible to write an article, such as this,
without making certain assumptions. We take for
granted here that the Japanese have been reason¬
ably intelligent in their placement. They have sent
a strong force to Pearl and possibly another to the
Central Pacific Ocean, They have land-based air
units in the Marshalls and the Central Pacific Ocean.
There are four land-based air units in Indonesia.
(Three if the diversion with the cruisers was suc¬
cessful.) The Marines are either in Truk or the
Central Pacific Ocean.
Your objective on this turn is simply to get into
position for next turn. For this reason, basing has
been given high priority in our commentary on Turn
One. Follow the advice offered.
Also, you must harass the Japanese as much as
possible. Hit the ships in the Central Pacific Ocean
and run away before the inevitable night round of
combat, preserving forces for Turn Two, If the
enemy was careless and left the Marianas or Japan
unguarded, jump on it with the three available
cruisers. But don't commit suicide under any cir¬
cumstances. Every ship is needed next turn.
The Australian cruisers should be sent to the Coral
Sea and the U.S. Mandate, in case of an I-boat at¬
tack on the single patrolling ship in these areas.
The Houston , DeRuyter, and Exeter should patrol
the Marianas or Japanese Islands if there are two
or less Japanese patrollers in either of these areas.
This might draw off air units from the Indonesia
raid, or raiders from the Central Pacific Ocean, or
get you some points. They cannot hope to defeat
even the three weakest ships in the Japanese fleet,
so if the Imperial Japanese Navy is out in force send
these three cruisers to safety—you will need them
later.
Retreat as soon as possible after these raids, unless
you have more surface ships in the Hawaiian Islands
than the enemy; even then think very carefully about
the effect on your future of a round of day combat,
which is likely.
In the Central Pacific Ocean, hit the Marines first
if they are present, then retreat. If you have near-
equality or better in night capability, stay and munch
as many of them as you can get. Sometimes you
can deal the Japanese a major wound at this point,
but don’t count on it (and we will not assume any
such luck).
Basing in this turn, as stressed above, is crucial.
Send the first four carriers to arrive in the game to
Australia. If all five show up, hold one back in
Samoa (remember that uncommitted groups appear
in Pearl automatically). Thus, in most cases, all the
carriers surviving Turn One battles should be in
Australia,
Meanwhile, send a wounded battleship to Samoa,
along with about half the surviving cruisers. And
send the other battleship and cruisers to Australia.
Take the four cruisers in the Coral Sea and the
U.S. Mandate to the New Hebrides, From there.
they can reach any area they could reach from
Samoa, and some they couldn't get to from Samoa,
They will also be able to get to any area they would
likely want to get from Australia, Pull the Houston
and De Ray ter into the Philippines if they are in the
Marianas. Otherwise, treat them as any other
cruisers and allocate them to Samoa or Australia.
This deployment offers maximum flexibility of
response to Japanese moves on Turn Two,
TURN TWO
Here, again, we assume the Japanese are follow¬
ing their strongest strategy. This means that there
will be a large force in the Hawaiian Islands. There
may be additional attempts made against other areas
such as the U.S. Mandate, the Coral Sea or the
Central Pacific Ocean (if Midway has not fallen).
There will be enemy land-based air units in the
Marshalls, the South Pacific and Indonesia,
Let's take a moment to recall some earlier con¬
clusions. Specifically that raiders are very potent,
and should be used to the greatest possible extent.
This means it"s a good idea to keep patrols to a mini¬
mum. Some patrolling is still desirable, of course.
Here is the best program.
If you think the Japanese player is not too clever,
send a couple of cruisers to the Marshall Islands
and try to be inconspicuous about it. Under no cir¬
cumstances put more than one ship on patrol in any
other area. Never patrol an area the Japanese are
patrolling. Put a British battleship in the Bay of
Bengal and put a British cruiser in Indonesia (to
secure control if the air units eliminate each other).
Put one wounded U.S, battleship each in the U.S.
Mandate and the Coral Sea. [f no wounded battle¬
ships are available, use the Australians instead. Send
a cruiser to the North Pacific Ocean if you feel so
inclined. Only repair your carriers if they have no
planes. Every other ship in the Allied fleet should
raid.
Air placement is the most critical part of the turn
for you. The Japanese player has more units than
you do, and so is able to conceal his intentions to
some extent. Your objective is to mount a strong
defense of Singapore. If you believe that placing
an air unit in the South Pacific Ocean or the
Marianas will lead the other side to place two there,
do it. Otherwise, plop them down in Indonesia.
By now, the Japanese battle plan is before you.
All his ships are committed, and less than ten of
yours are. Exploit this position when you place your
raiders. The first question is whether you have a
realistic chance of successfully holding onto Sing¬
apore. A simple formula can tell you whether your
air resources are sufficient to overcome the enemy
land-based air units present. One Japanese land-
based air unit is the equivalent of: one U.S, land-
based air unit, or two U.S, carriers or the British
carriers. Carriers are more or less directly com¬
parable.
The Japanese will likely have three or four land-
based air units. Add up your forces in Indonesia,
Ceylon, and Australia to determine if you have
enough to duke it out. If so, go for it. If you have
extra units, throw them in—there is no such thing
as being too strong.
Occasionally, due to unfavorable rolls, a “go”
situation could become a * "no-go” situation, in this
case the better part of valor is indicated. Apply the
formula each round to decide whether or not to stay.
Remember, “Lady Luck’' is under no obligation
to “make it up to you”. She always starts afresh;
so should you. If you cannot meet the test of
strength, don’t add anything in Indonesia leaving,
if necessary, the airmen to die alone. (Now you can
gnash your teeth and tear your hair out.) Extract
any surviving land-based air units and the cruisers
after the first round, as you will need them later.
You may notice that there is no mention made
of Japanese ships in Indonesia. This is because they
37
are assumed to be beating on the U.S. Navy else¬
where. If there are a few in there, send in the Brits
to engage them. In the event that there are too many
for the Brits and the Americans at Australia to deal
with, then the Japanese player cannot be seriousiy
threatening Pearl, as we assume they are.
Note too, that no defense of Pearl has been
mounted. This will be the cause of many nervous
messages from Washington. Ignore them.
IF YOU FAIL THE TEST OF
STRENGTH
So you couldn't swing it. This ts not the end of
the world, or even the war. Again, look around the
board. Count carefully the number of your ships
which can reach all the various areas open to you.
Couni, equally careful, the number of Japanese ships
in these areas. Use the previous formula to figure out
which areas are vulnerable to you. Go there and put
down the enemy planes. Don’t be deterred by
Japanese control, since it will be a day fight anyhow.
This tactic is especially effective in the Marshall
Islands in conjunction with the heretofore inconspic¬
uous cruisers you may have sent there earlier. Seiz¬
ing control of this area means that the Imperial
Japanese Navy cannot sail from Truk to the
Hawaiian Islands. Their plans against Pearl will be
cheaply foiled unless they have forces at Johnston
or Midway.
Enough surface seapower should be sent with the
carriers to assure their protection from enemy sur¬
face ships, plus another ship or two for good
measure. Any excess could be sent to areas where
they can get a 2:1 superiority over Japanese sur¬
face ships if any such areas exist*
There is often at least one area in which you can
achieve superiority in surface ships. Go there if you
can match the number of Japanese carriers and land-
based air units in the area. Give preference to the
areas you controlled last turn. This will help get a
night fjght in which you can revenge your other¬
wise nearly useless battleships by letting them sink
the enemy carriers. Reverse Pearl Harbor!
These actions will make a hole in the Japanese
perimeter through which you can sail next turn. This
can also cause the Japanese player to lose points and
ships, both precious to him.
Finally, it is a sound idea to raid either the North
Pacific Ocean or the Aleutian Islands. This will
enable you to base a force (try to include a carrier
from Pearl) there to threaten the Japanese home
islands.
In all these actions, consider carefully the gain
you hope for and the threat to your carriers, which
will be needed desperately in defense of Pearl next
turn*
ASSESSMENT OF TURN TWO
If the Japanese carriers obligingly present them¬
selves as targets, hit them with the U.S. carriers
rather than with your land-based air units or the
British carriers. The carders will have to be sent
away anyhow- U,S. carriers get the bonus against
them. They also don’t come back from the grave.
And the enemy land-based air units don't get the
bonus against you.
You should expect certain hard results among
your forces. Loss of all carriers sent to Indonesia,
Half the remaining carriers sent into harm’s way
are sunk. In other words, one or two carriers left.
Two to four land-based air units destroyed. One-
quarter to one-third of the cruisers committed to
combat sunk, Indeterminate battleship losses. Also
expect to lose some areas: the Philippines, Lae,
Singapore, and one of Johnston Island, Dutch
Harbor or Guadalcanal. The Japanese will have
garnered about 15-20 points of control by now. Only
if your situation is worse than this are you in real
trouble.
So to basing your weary units at the end of the
second turn. If you still have Singapore, the Imperial
Japanese Navy is in big trouble. Wheel the British
into the harbor. Notice all the areas they can reach
now. Mention each to your opponent. Gloat over
them. You deserve it. The Royal Navy, which was
a minor irritant to the Rising Sun before is now a
very real threat. The only chance the Japanese have
now is major errors on the Allied side. Actually,
many Japanese players throw in the towel at this
point, hence the title*
Otherwise, base according to these considerations:
Return local forces to Dutch Harbor (i.e., any ships
in the Aleutian Islands or the North Pacific Ocean),
Use the New Hebrides again, they are very flexi¬
ble. Don't send anyone to Pearl. They will be
trapped there if the Japanese have control. It’s bad
enough that your reinforcements have to show up
there; don’t make it worse* Take undamaged
battleships to Samoa or the New Hebrides, Send the
Australians and Dutch, if any, to Samoa,
TURN THREE
This is the last critical turn. Now the ownership
of Pearl will be decided* We assume that a com¬
petent player knows what to do if he holds Sing¬
apore or if the Marshall Islands ploy has worked
and the Imperial Japanese Navy cannot get to the
Hawaiian Islands. We will deal here with only the
most difficult situation. Pearl is half gone and there
is no reason for the Japanese to break off the effort.
Your objective is to save Pearl, if possible, and
in so doing leave yourself in a position from which
you can credibly carry on the fight. Notice the quali¬
fier "if possible". It is quite conceivable that you
will be unable to save Pearl. In this case, it must
be written off. You can still win from Samoa or
other bases. But the fleet is irreplaceable; if it is
lost, you are lost, so don't send it to certain death.
Since the three reinforcement battleships show up
in Pearl and cannot move out of the Hawaiian
Islands sea area, move them out on patrol. Care¬
fully count the number of surface ships in the
Japanese fleet that are patrolling the Hawaiian
Islands or that could reach there. Subtract that num¬
ber from the surface ships available to you (include
the three battleships in the Hawaiian Islands), The
remainder is the number of ships you might want
to use as patrollers. But remember that each ship
you commit elsewhere lessens the chance of suc¬
cess in saving Pearl, your main objective on this
turn.
If you followed our suggestions with regard to
basing last turn, your forces are in four groups:
The British are in Ceylon, and should be entrusted
with the task of holding the Bay of Bengal. This
should be easily within their capabilities if the
Japanese seriously want Pearl. If any carriers re¬
main, reserve them as raiders to threaten Indonesia
if the Japanese player commits the bulk of his land-
based air units elsewhere.
The Australian ships should be carriers and
cruisers only. They can make the raid to the
Hawaiian Islands without speed rolls. In Samoa are
the only ships that can raid two areas automatically
—the Australians, Dutch and undamaged battle¬
ships, The forces in Dutch Harbor should be placed
in raid mode, to give the Japanese insecurity over
the Japanese Islands.
Repair any carriers that have lost their planes.
Other than that, you will need all available forces
this turn, so don't take them out of action yourself.
Again, send any wounded battleships out on patrol
of the Coral Sea and the U.S, Mandate.
You will have two to six land-based air units avail¬
able this turn. You may or may not be facing the
possibility of Japanese land-based air units in the
Hawaiian Islands. If you are, put all of yours in the
Hawaiian Islands as well, if not, you will still want
to put them all there unless the Japanese have lost
half of their carrier force fan unlikely occurrence).
If the Japanese air shows up somewhere discomfit¬
ing your holdings, so be it; Pearl is more important.
Your Marines are locked in the Hawaiian Islands.
Still , they should be moved out to sea for a possi¬
ble assault on Johnston Island, should it be Japanese-
held. If not, you face a "no-win situation". You
could move them to sea, because the Japanese might
shoot at them and in so doing distract attention from
units that affect control. Or, you can hold them out
of immediate harm in the harbor, though subject¬
ing them to possible air raids if you lose. We favor
the second option, since it is unlikely that a good
Japanese player would be distracted, and any
carriers left to raid the harbor in case of loss of the
Hawaiian Islands are carriers not chasing the re¬
mains of the fleet.
We assume the Japanese will have committed the
bulk, if not the entirety, of the carrier fleet to the
Hawaiian Islands operation—along with a cor¬
respondingly impressive escort. Count the Japanese
escort vessels in the Hawaiian Islands. Count the
escort of your fleet that can reach the Hawaiian
Islands, If yours are larger you have a choice in a
night battle.
Remember, though, that the Japanese ships are
better than yours, and this edge will evaporate
quickly. Also remember that any night fight is
unlikely with plus two to the Japanese roll.
If you have superiority for day or night action,
you must try to save Pearl, If not, look for other
vulnerable areas, grind your teeth, tear your hair—
but don't be lured into inevitable slaughter.
"Vulnerable area" is as defined above. Your ob¬
jective, if you can’t defend Pearl, is conservation
of forces and points. Smash the Japanese perimeter
and don’t let them rebuild it,
THE GREAT BATTLE OF PEARL
At Pearl your priority targets are the carriers and
land-based air units. Then the patrolling surface
ships. Only if you are really carrying the day should
you attack with raiding surface ships. If it comes
to a night fight and you have surface superiority,
use the "wrap-around" tactic to get the battleship
trained on the carriers. If you don’t have superi¬
ority at night, gang up on the patrollers.
Your land-based air units should shoot at enemy
land-based air units first; save your carriers to at¬
tack carriers. Hit the most powerful ones first,
resolving ties by looking at speed. Thus, the
Shokaku and Zuikaku are your juiciest targets. If
your land-based air units are holding the skies alone
(no U.S. carriers present), shoot at the carriers first,
because a "5" will send away a carrier but not a
land-based air unit, and they’re all going to have
to go if you are to hold the area. If you run out of
air power, you have lost the battle unless he is down
to one or two carriers and no land-based air units
and you have an enormous superiority in surface
ships. Even in this situation, expect huge losses in
your surface fleet* Humble your pride and run.
Effective retreating is crucial to your further
chances. Too often, despair sets in and a game still
salvageable by the Allied player is conceded at this
point. Your priority here is to conserve your force
for another day.
The first important decision is how many groups
to run in. If you have a superiority in surface, and
the enemy has few or no carriers, run in a single
group. But generally, it is wise to split up. Here
the battleships become a strict disadvantage. They
are slower than anything in the Japanese fleet. They
will probably have to be left behind to the tender
mercies of the Japanese battleships and slow
carriers. The cruisers have a better chance. If you
followed directions, the fast Japanese carriers
(Shokaku, Zuikaku. Soryu and Hiryu) should have
come under heavy attack and will hopefully not be
available to pursue your cruisers.
38
If you have heavy superiority in ships, able to
make speed "7", run them as a group. Usually,
though, it is much better to split up, every ship for
itself. In the inevitable pursuit, either the Japanese
player gangs up on some of your cruisers and lets
the rest escape, or he pursues at nearly one-on-one.
In this latter situation, you aren't too badly off To
escape, you must get a five or six or they must get
a four, before they get a five or six. Thus, in three
of five encounters, you should escape unscathed-
although without having inflicted much loss on
them.
If your forces not committed to Pearl have punc¬
tured the Japanese perimeter, concentrate your navy
at the base closest to the hole in preparation for pour¬
ing through it next turn. Especially important is the
placement of the Marines, if they survive.
TAKING STOCK
If things have gone badly. Pearl is gone and with
it not only your most important base, but its repair
facilities and convenient access to the Central Pacific
Ocean and the Aleutian Islands. This transfer will,
in addition, shorten the Japanese lines considerably
and make your access problem even greater.
Still, the Japanese fleet is in much the same shape
as yours. Any battle for Pearl should leave wide
gaps in the Japanese order of battle. If you declined
the fight, then your fleet is still in good condition.
You can carry on. Of your imial bases you will by
now have lost the following: Pearl and Singapore
among major bases; and the Philippines, Midway,
Johnston, and Lae among the minor, with the pos¬
sible additions of Dutch Harbor and Atm. If any
of the above mentioned bases survive, you are in
better shape. If any others have fallen, you're in
deeper trouble.
If the Japanese have 20 or more points, it is im¬
probable that you can prevent them from reaching
29 before Turn Six. Therefore, the only reason to
patrol from now till then is for the action roll modi¬
fiers if you believe that fighting will occur in your
areas next turn. This means you can, and should,
raid with everything. This will create maximum un¬
certainty in the Japanese mind. It is unfortunate that
you must telegraph your intentions to some extent
with your commitments of land-based air units and
Marines, but this cannot be helped. It cannot be
overstressed that these two components will be the
determinants of your future success or failure.
You must seek bases for the swollen ranks of your
air power to defend. All those land-based air units
should be able to prevent the fall of Samoa, regard¬
less of Japanese strength. If the Marines can sur¬
vive to grab bases, the land-based air units will be
able to keep them yours in perpetuity.
By the sixth turn, the balance of power should
have shifted irrevocably to you; but you have a large
backlog of points to overcome. Relentless expan¬
sion is the by-word at this stage. Only if you are
still bound to the outer fringe of the board at the
end of Turn Six should you consider resigning.
These comments are sparse, to be sure, but the
focus of this article has been the early game. By
following them you will hopefully exit the scope
of this scenario at one of several points, and will
not be in need of guidance for the later game. You
leave our scenario when any one of the Following
happens: 1) the Japanese player does not try to take
Pearl (Turn One); 2) Singapore is saved (Turn
Two); 3) the Japanese are prevented from a second
turn foray into the Hawaiian Islands by your con¬
trol of the Marshall Islands (Turn Three); 4) the
Japanese do not try for Pearl for some other reason
(Turn Three); 5) Pearl is saved (Turn Three); or
6) the Japanese Navy suffers heavy casualties and
thereby loses effectiveness (which could happen
anytime).
If you don’t make it through one of these exits,
you can always claim it was a 'dice game’.
THE AVALON HILL
GAME COMPANY’S
BEST SELLER LIST
As is our custom, the editors once again present sales
rankings for our line of game titles based on totals for
the 1984 Fiscal Year, which began May 1984 and
ended April 1985. Figures for the All-Time List in¬
clude all versions of a title sold to date, provided the
game system has not radically changed in any subse¬
quent printing over the years, D-DAY and FOOTBALL
STRATEGY, by way of example, have collectively
passed through eight different editions but each retains
its original system. GETTYSBURG. on the other hand,
has changed dramatically in each of its four versions
and is therefore omitted from the list—even though the
collection totals of its incarnations would normally
grant it the eighteenth place. Titles are placed on the
All-Time List only after having sold in excess of
100,000 copies while under The Avalon Hill Game
Company's ownership. Readers should note that there
are seven games which qualify under this restriction
but have not surpassed, as yet. TWIXT; these are in,
in no particular order; WAR AT SEA, FEUDAL. 1776 ,
BASEBALL STRATEGY. CROSS OF TRON. BULGE
6 old.i and KINGMAKER
1984 BEST SELLERS
1983
Rank: Title Rank
1.
2.
GAME OF TRIVIA
SQUAD LEADER
4
■ : -
STATIS-PRO BASEBALL
3
4.
B-17 QUEEN OF THE SKIES
3
5.
DUNE
-—
6.
FACTS IN FIVE
7
7.
STATIS-PRO FOOTBALL
8,
TELENGARD
1
9.
OUTDOOR SURVIVAL
9
10,
THIRD REICH
6
li.
diplomacy
15
12.
TAC
- 1;
! 13.
WIZARD'S QUEST
14
14,
POWERS & PERILS
—
15.
B-l NUCLEAR BOMBER
16.
HITLER S WAR
— [
17.
DELUXE RUNEQUEST
—
18.
COMP. FOOTBALL STRATEGY
5 :
LORDS OF CREATION
—
20.
CIVILIZATION
1 1
ALL-TIME BEST SELLERS
1983
Rank: Title
Rank
L
OUTDOOR SURVIVAL
t
2.
FACTS IN FIVE
2
PANZER8LIT2
3
4.
PANZER LEADER
4
5.
TACTICS II
5
6.
SQUAD LEADER
8
S 7
THIRD REICH
7
8.
LUFTWAFFE
6
9.
BLITZKRIEG
9
10.
FOOTBALL STRATEGY
. io
11.
ACQUIRE
1 L |
12.
STARSHIP TROOPERS
13
13.
STATIS-PRO BASEBALL
19
14.
DIPLOMACY
17
15.
D-DAY
14 |
16.
PAYDIRT
36
17.
AFR1KA KORPS
15
IS,
WIZARD'S QUEST
20
19.
RICHTHOFEN S WAR
—
20,
TWIXT
—
AREA TOP 50 LIST
Tunes Previous
Rank
Name
On List
Rating
Rank
I.
K. Combs
45
2542XOV
1
2.
B. Dobson
20
2368RJR
2
3.
D. Burdick
44
2188GGN
3
4.
B, Sinigaglio
30
2J50GHT
4
5.
P. Siragusa
39
2150EHK
5
6.
E. Mineman
15
2097DFF
7
7.
F. Preissle
42
2089LNX
8
8.
D. Garbutt
43
2072GIN
9
9,
J, Beard
34
2068HIQ
6
10.
J. Kruez
39
2063GGL
10
U.
R Gartman
H)
2Q52HGJ
14
12.
P, Landry
19
2D32HHM
12
13.
H. Newby
K)
2025OHJ
tl
14.
D, Barker
K>
2GMGHN
13
15.
D, M unsell
40
2QG2NHM
17
Id
5. Sutton
12
I997EHM
15
17,
M Sinc&vage
34
I993EEJ
16
18.
W, Scott
42
1989UU
21
19.
B, Remsburg
28
1964GIF
18
20
E Freeman
19
1964EFG
19
21,
J. Cormier
4
1957CEF
20
22.
F, Reese
25
1952HDH
26
23.
P, Flory
21
1942DGK
23
24.
G. Charbonneau
8
1937HGJ
22
25
R, Beyma
20
19I0DDF
24
26.
R , Leach
46
I906ILS
25
27.
L. Kelly
38
1889WWZ
27
28.
M. Simonitch
15
1874DEH
29
29,
B. Sehoose
K)
1871G1M
30
30.
M. Rogers
5
I855CEH
31
31.
C Wannall
21
1852HLP
32
32.
N, Cromaifie
30
1B38GHO
33
33.
T. Qleson
54
1833XZZ
28
34,
R. Berger
6
1833CDE
34
35.
J. Sunde
20
1830KKS
35
3d
B. Downing
34
183QFHL
36
37,
P. DfVolpi
11
1828DED
37
38.
D. Greenwood
45
182ICFJ
38
39.
B, Salvatore
12
18I6GKO
40
40.
R. Shurdut
11
18I5DEJ
41
4L
F Ormteiu
28
1813GHM
42
42.
W. Ownbey
14
1812CEI
39
43.
J. Anderson
2
1809DDF
43
44.
J. Martin
3
1807DFI
44
45,
R. Phelps
26
IB06HJQ
45
46.
B. Sutton
13
1806DFE
46
47.
D, Kopp
4
1801GJN
47
48,
R Fold
ID
1797GCP
48
49.
M. Miller
31
1795GHO
49
50.
E. O'Connor
3
1792EFL
50
MEET THE 50 ...
Mr. Mark Simonitch is 27, married and father
of one, holds a BS in Graphic Design and works
as a graphics artist in Vallejo, California.
Favorite Game: VG’s Civil War
AREA Rated Games: AK, TRC, FE, AZ
AREA W-L Record: 13-2 % Time PBM: 90 %
Gaming Tim«/Week: 6 tors. Play Preference: PBM
Hobbles: Military History Art
Pet Peeve: Ugly mapboards,
Mr. Simonitch, naturally, gives us his views
on the eye-appeal of wargames:
“Graphics are extremely important to the suc¬
cess of a game. Good graphics add flavor, ease
play and give the game the seriousness and pres¬
tige that the extensive time spent in design/
development has made it deserving of. This
applies equally to both the artist and the produc¬
tion manager. Glossy mapboards and counters
say a lot—just as beautiful and meticulous art¬
work does. Properly done, the mounted map-
boards arc the best indication of a serious game .
Too many companies compromise their products
with low art budgets to keep costs down. There’s
plenty of companies out there that are into the
“fast-food’ 1 market of game production; we
need at least one company where we can count
on the best in quality. The Avalon Hill Game
Company is it."
39
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THE AIRPOWER SYSTEM
Understanding Land-Based Air Assets in FLAT TOP
By James Werbaneth
FLAT TOP is a naval game in which the outcome
is always decided by airpower. The primary offen¬
sive weapon for both players are their aircraft
carriers. The advantages of ships such as the
Lexington, Enterprise , Shokaku and Zuikaku are
mobility and the ability to launch potentially deci¬
sive air strikes against either enemy task forces or
enemy bases.
Land-based airpower lacks these strengths. From
turn to turn and game to game, land bases remain
in the same hexes. Furthermore, land planes differ
from their carrier-based cousins in that they tend
to be specialized types that are good against one kind
of target but less potent against others. Perhaps the
best example of this is Japanese land-based bomber
force, which is comprised mainly of Bettys and
Nells. Each is potentially effective, if used in suffi¬
cient number at low altitude, against Allied bases.
But the real strength of the planes, as indicated by
their Torpedo Basic Hit Table of 9, is their capability
against task forces. Although the Japanese player
may be able to score a few points by employing his
Beuys and Nells against his opponent's bases, he
would probably be better serving his own cause by
using the same bombers to attack ships.
If FLAT TOP is decided by airpower, the most
decisive weapon in either player's aerial arsenal is
the bomber. Fighters can destroy an opponent's air¬
craft in air-to-air combat , but only bombers can sink
ships and damage bases with any degree of depend¬
ability. Furthermore, bombers can destroy other air¬
craft including fighters, with near impunity, by
catching them on the ground during bombing attacks
upon bases or aircraft carriers.
Though they lack mobile bases and some of the
versatility of carrier-based aircraft, land-based air
elements are not without advantages of their own.
Chief among them is that land bases can be repaired
and returned to peak capability. In game terms a
hit to an aircraft carrier is irreparable. This espe¬
cially aids the Allied player in the 'Santa Cruz"
and ‘'Guadalcanal' 1 scenarios, in which the critical
Henderson base can repair two hits per day turn.
A second advantage of land-based airpower is that
it can be dispersed among several bases. This can
make an enemy attack against an important base
such as Rabaul or Port Moresby less likely to
endanger the bulk of one's land-based air factors.
This aids the Japanese player more than his oppo¬
nent because there are more Japanese than Allied
bases. Unless the aircraft are flown to land bases,
its nearly impossible to similarly disperse carrier -
based airpower.
On the whole, the Allied player has the superior
land-based air strength. Only in the introductory
"Rings Around Rabaul” scenario does the Japanese
player enjoy a clear quantitative advantage in land-
based bombers. In every other scenario, the Allied
player is better equipped for attacking bases than
ships with his land-based bombers, but is nonethe¬
less able to mount a substantial threat against the
Japanese player's task forces also. The Allied
player's land-based airpower is thus more balanced
than that of his opponent, due in great part to a wider
variety of bomber types. If the optional rules for
para-frag bombs and skip bombing are used, the
Allied edge is even greater.
The Allied player has several other advantages.
He can launch effective attacks with his I and-based
air assets against any Japanese land base on the map.
But only three Allied bases. Port Moresby, Gili-
Gili and Henderson are likely to be attacked by
either land-based or carrier-based Japanese aircraft.
The Allied player is thus better able to concentrate
his fighters, having only three bases to worry about
defending, for combat air patrols.
The Allied player has most of the qualitative ad¬
vantages in terms of land-based airpower through¬
out FLAT TOP Exploiting these advantages is
necessary for him to overcome his disadvantages
in ships, and sometimes in carrier-based airstrength,
and remain competitive. But to do this, he must fully
understand the resources available to him. The best
way to understand land-based airpower is to syste¬
matically examine it.
Such a system can likewise help the Japanese
player in understanding his land-based air assets.
These may not be the strongest part of the Japanese
order of battle, but land-based airpower can valu¬
ably assist carrier-based air assets and surface ships.
Allied land-based air strength is both greater and
more complex than that of the Japanese player.
Therefore it warrants primary consideration.
PLANE CLASSIFICATION
In the five scenarios in FLAT TOP> the Allied
player has fourteen different types of land-based air¬
craft. FLAT TOP places great demands of force
management on the players, and keeping track of
the capabilities and weakness of fourteen different
airplane types is among the most difficult. But the
Allied player need not be overwhelmed by this task.
One method of examining land-based airpower
is to classify the airplanes involved according to
potency against bases, potency against task forces,
air-to-air combat capability, and effective range.
Such an effort at classification can aid the player
in assigning his aircraft to the tasks and bases to
which they are best suited.
The first class of aircraft is the heavy bomber.
The only plane of this class is the B-17. Operating
with general purpose munitions and from high alti¬
tudes, it is extremely deadly against bases. Its lack
of low altitude capability hardly matters as the B-17
operates best where anti-aircraft fire is least effec¬
tive. It is clearly not suited for combat against ships
from any altitude w ith any kind of bombs, despite
the theories of Billy Mitchell and Douglas
Mac Arthur. Therefore, B~17s should be sent against
naval targets only if absolutely necessary or in the
unlikely event that there are no lightly damaged or
undamaged Japanese bases within striking distance.
The idea of sending B-17s* without tighter escort,
to a target can conjure thoughts of bombers being
downed by the dozens over Schweinfurt, But that
is another theatre of operations and another game.
In FLATTOP - the B-17 has the second highest air-
to-air Basic Hit Table of the Allied player's aircraft.
40
The B-17 can more than hold its own against the
Zero, which is more than can be said about some
Allied fighters.
The Allied player should provide his heavy
bombers with fighter escort whenever possible, but
this measure is not imperative. He would be cheat¬
ing himself of much of his aerial anti-base capability
if he chained his heavy bombers to the shorter ranges
of her fighters. He can and should send his heavy
bombers against distant Japanese bases, exploiting
the B-17*s long range. Night attacks should not be
ruled out, as the B-17 is still a very potent threat
after dark. The argument for night heavy bomber
attacks is strengthened by the unlikel ihood of com¬
bat air patrols over the target. Furthermore, anti¬
aircraft tire directed against attackers at night is
seldom something to be feared.
The range of the B-17 is greater than that of any
aircraft except the flying boats. When based at Port
Moresby or Gili-Gili* it can strike any Japanese
base, including Rabaul* and return to its base of
origin.
Light-medium bombers are the backbone of Allied
land-based airpower. The A-20, B-25, and B-26
comprise this class. Unlike the B-17, light-medium
bombers operate best against bases and ships from
low altitude, though they can attack from high
altitude if necessary. If the Allied player is willing
to trade decreased effectiveness for decreased air¬
craft losses, he should attack from high altitude.
Light-medium bombers are very potent against
bases, especially when striking from low altitude.
They are also much more of a threat to enemy ships
than are the heavy bombers. This is especially true
of the B-25, which is the best plane of its class.
Light-medium bombers will seldom put a heavily
escorted battleship or aircraft carrier out of the
game, but they can be murder to smaller ships. An
aircraft carrier with a large complement of planes
is the ideal platform for attacks on task forces, A
major base such as Port Moresby or Henderson,
with a large group of light-medium bombers, is
second best,
A-20s, B-25s, and B-26s should never be sent
against any base likely to be protected by Zeros
unless accompanied by Allied fighters. Light-
medium bombers are less than mediocre in air-lo-
air combat.
They are also inferior to the B-17 in range. Due
to their low range factors and need for fighter escort,
light-medium bombers are unsuited for missions in
which they need more than three game turns to reach
the target. Aircraft of this class based at Gili-Gili
or Port Moresby are best used against Japanese bases
on New Guinea or task forces near the island. Under
most circumstances, the farthest base subject to at¬
tack by light-medium bombers is Gasmata,
Using the optional rules for para-frag bombs and
skip bombing gives light-medium bombers added
significance. Only a A-20* B-25, and B-26 can ex¬
ploit the enhanced capability that these rules give
the Allied player against ships and parked aircraft.
The third class of Allied land-based aircraft is the
naval bomber. The Avenger, Beaufort, and Daunt¬
less are torpedo and dive bombers that function bet¬
ter against ships than do light-medium bombers.
But, they are adequate for attacking bases. They are
comparable in range to the B-25 and B-26.
In all scenarios, except “Guadalcanal”, naval
bombers are available to the Allied player only in
limited numbers. Thus, in most cases he must use
them either in conjunction with light-medium
bombers or Avengers and Daundesses based at sea.
In situations in which the Allied player is attacking
task forces with his carrier-based airpower, the
addition of even a few factors of land-based naval
bombers can significantly aid the attack.
Because the Beaufort is always initially deployed
at Port Moresby, Gili-Gili or Australia, there are
few chances to use it with carrier-based aircraft. If
he wishes to use his Beau forts against Japanese
ships, he has two options. He can base them at his
New Guinea bases and use them with light-medium
bombers when Japanese task forces sail within strik¬
ing range. The second alternative is to transfer them
to Henderson, where there are normally more
opportunities for naval bombers in larger numbers
to attack naval targets.
Naval bombers are similar to light-medium bom¬
bers In their air-to-air capabilities. They are poor
in combat against other aircraft and must have
Fighter escort when flying to any target likely to be
protected by Zeros.
Heavy bombers, light-medium bombers, and
naval bombers constitute the offensive arm of the
Allied player's land-based airpower. Most fre¬
quently, they will score more victory points than
any other part of the Allied order of battle except
carrier-based aircraft. Each class is better suited for
one task than the other, but together they are a ver¬
satile aerial threat. The remaining two classes of
aircraft are vital to support the bombers.
The Catalina and Hudson are the patrol bombers.
Although they are capable of attacking bases and
task forces, they should never be used for these
tasks. Their primary purpose is to search for
Japanese task forces that are subsequently attacked
by other land-based and carrier-based planes.
This is one of the most important roles for air¬
craft in FLAT TOP. The destruction of enemy ships
may decide the game, but they must be located first.
Often the First player to attack a major task force
is also the player who wins the game; and the player
who attacks First is usually the player who locates
his opponent's naval forces first. It would be most
unwise to risk one’s search capability attacking a
target best left to more numerous classes of
bombers.
The Catalina has a range factor higher than that
of any other Allied aircraft and should, therefore,
be used for long distance searches. Because of this
role, it is just as important as any combat aircraft
to the Allied player. The Hudson has much less
stamina. Because of this trait and its mediocrity as
a bomber, the Hudson is suited for reconnaissance
over the seas near Allied bases. The Allied player
thus has a better chance of Finding task forces that
escape detection by his Catalinas,
The optional rule for submarines expands the
functions of the patrol bombers. In this case, they
should never leave their bases unless loaded with
general purpose bombs. Once the locations of the
Japanese player's task forces have been determined
by patrol bombers flying at high altitudes, other
Catalinas and Hudsons should descend to low alti¬
tude with the aim of finding and attacking Japanese
submarines. Surface units have the greater offen¬
sive potential and search efforts should always fo¬
cus around them. But neither player should pass by
a chance to attack the other's submarines.
The Allied fighters, the Beau Fighter, P-38, P-39*
P-40 and Wildcat are not his greatest aerial asset.
None of them, except the Wildcat, are the equal to
the Zero in combat, and none can match the
Japanese plane in endurance. The lack of long range
fighter escorts will keep almost all Allied players
from using their light-medium bombers, naval bom¬
bers, and possibly their heavy bombers to their
fullest potential. The inferiority of the Allied land-
based Fighters is a very strong argument for that
player to rely upon his bombers.
BASES
Aircraft are only one part of airpower. Of equal
importance are the bases from which aircraft fiy.
The Avengers, Daunt I esses, and Wildcats that oper¬
ate from aircraft carriers are identical in perfor¬
mance to the Avengers* Dauntlesses, and Wildcats
that fly from land bases. Yet the carrier-based air¬
craft are a greater offensive threat than their land-
based counterpart. The difference is not due to per¬
formance* but to the mobility, concealment and
potential for surprise that are the strengths of the
aircraft carrier.
All land bases are not created equal. Their
locations, maximum capacity, ready factors, and
launch factors determine which planes are best suited
to them and the targets that they can fly against.
Therefore* a careful examination of Allied bases is
in order.
Australia and New Caledonia are the Allied
player’s two offboard bases. This may be their only
important shared characteristic.
Except in the 1 ‘Coral Sea” scenario, in which the
Allied player has no choice but to use it as a Catalina
base. New Caledonia is very nearly useless. In the
"Eastern Solomons”, "Santa Cruz”* and "Guadal¬
canal" scenarios. New Caledonia has very high
ready and Jaunch factors, but is simply too far away
from the Solomon Islands or New Guinea to justify
its use. When the Allied player deploys aircraft ear¬
marked for New Caledonia* Espiritu Santo, and
Henderson, he should divide the air factors between
the second two bases.
Australia is far more useful. It Is close enough
to New Guinea for heavy bombers to fly from it
to Lae and return. All light-medium bombers can
reach the same target if they end their flights at Port
Moresby or Gili-Gili, Australia has a ready factor
of 25 and unlimited launch factors, which greatly
enhance its utility as a bomber base. The base is
immune to Japanese attack* freeing Allied fighters
for use in New Guinea, where they can conduct es¬
cort missions as well as flying combat air patrols
over Port Moresby by Gili-Gili,
Espiritu Santo and Ndeni are located on the
eastern edge of the map area. The base at Ndeni
is available only for the "Eastern Solomons”
scenarios and can accomodate only the Catalina, so
it warrants no discussion,
Espiritu Santo lacks importance in the "Eastern
Solomons" but is much more significant in the
"Santa Cruz" and "Guadalcanal” scenarios.
Without the seaplane base at Ndeni, the Allied
player should use Espiritu Santo as the point of
origin for his Catalina patrols. Heavy bombers can
strike as far as Rabaul if they land at Henderson*
Port Moresby, or Gili-Gili.
Fighters should not be kept at Espiritu Santo.
Henderson is much more likely to need them to de¬
fend against Japanese air attacks. Furthermore,
Espiritu Santo is too distant from both Allied and
Japanese bases for its fighters to effectively escort
bombers. In addition, if the Japanese player is able
to use his air elements against Espiritu Santo, the
Allied player's carriers and Henderson are prob¬
ably so badly damaged or their air elements so
depleted that he would have much more pressing
matters to worry about—such as losing the game,
Gili-Gili is much more centrally located than
Espiritu Santo, Light-medium and patrol bombers
can operate against all bases on New Guinea, New
Britain and the Solomon Islands from Gili-Gili,
although its low ready and launch factors impede
missions against the more distant Japanese bases.
In the "Eastern Solomons” scenario Gili-Gili’s
offensive potential is greatly reduced by the stipu¬
lation that only fighters may operate from it. None¬
theless* its location is such that neither player can
regard it lightly.
The two most important Allied bases are Port
Moresby and Henderson, Port Moresby lacks the
astronomical ready and launch factors of Australia*
but its more northerly position makes it an almost
ideal base for heavy bomber strikes against Lae,
Buna, Gasmata and Rabaul as well as light-medium
bomber missions against the first three Japanese
bases. Like Gili-Gili, Port Moresby is close enough
to Lae, Buna and Gasmata to provide attacking bom¬
bers with Fighter escort.
41
Chart 1. ALLIED LAND-BASED AIRCRAFT
CLASSIFICATION
Plane Class
Against
Bases
Against
Ships
Air-to-Air
Range
Heavy Bomber
(B-17)
Excellent
Poor
Excellent
Long
Light-Medium
Good*
Good
Poor
Short to
Bomber (A20,
B-25, B-26)
Medium
Naval Bomber
Good
Good
Poor
Medium
(Beaufort,
Avenger,
Dauntless)
Patrol Bomber
(Catalina,
SHOULD NOT BE USED
iN COMBAT
Medium for
Hudson, Very
Hudson)
long for Catalina
Fighters
(Beau fighter,
P-38,P-39, P-40
Wildcat)
Poor
Poor
Good +„
Excellent
for Wildcat
Short
Chart 2: ALLIED BASES
Plane Types
Aircraft Targets
Base
Recommended
and Tasks
Australia
Heavy Bomber
Lae, Buna, Gasmata,
Light-Medium Bomber
Rabaul, Buka, Buin, <
Patrol Bomber
Naval Search
Port Moresby
Heavy Bomber
Lae, Buna, Gasmata,
Light-Medium Bomber
Rabaul, Buka, Buin,
Naval Bomber
Short land. Ships,
Patrol Bomber
Fighter
Naval Search
Gili-Gili
Light-Medium Bomber
Lae, Buna, Gasmata,
Naval Bomber
Buka, Buin, Shortland,
Patrol Bomber
Fighter
Ships, Naval Search
New Caledonia
Patrol Bomber
Naval Search
i Ndeni
Patrol Bomber
Naval Search
Espiritu Santo
Heavy Bomber
Rabaul, Buka, Buin.
Patrol Bomber
Shortland, Ships,
Naval Search
i Henderson
Heavy Bomber
Rabaul. Buka, Buin,
Light-Medium Bomber
Shortland, Ships,
Naval Bomber
Patrol Bomber
Fighter
Naval Search
Naval Bomber 2
Henderson* Ship^
Lae
Naval Bomber I
Naval Bomber 2
Fighter
Pori Moresby, Gili-Gili
1 Gasmata
Naval Bomber 3
Pori Moresby. Gili-Gili. 1
Naval Bomber 2
Fighter
Ships
[ Tuiagi
Patrol Bomber
Naval Search I
1 Naval Bomber 2 Good
Good +
Poor
Medium
| (Kate. Val) _
SHOULD NOT BE USED
1 Fighters
Poor
Poor
Excel lent
Medium.
(Zero, Rufe)
Good +
Short for
for Rule
Rufe |
In scenarios in which it is available to the Allied
player, Henderson will most frequently occupy the
attention of the Japanese player more than any other
base. It has the ready and launch factors to be a vital
Allied installation. But perhaps more important is
its location near the center of the eastern half of the
mapboard. This exposes Henderson to operations
from Rabaul, Buka and Buin as well as attacks by
carrier-based airpower and naval units. Geography
also allows Henderson-based aircraft to strike at
these same Japanese assets, often to great effect.
Light-medium and naval bombers can signifi¬
cantly aid carrier-based aircraft in attacks against
ships. Naval bombers are used from Henderson
more frequently than from any other Allied base.
The FLAT TOP equivalent of the "Cactus Air
Force" can also cause havoc on its own against
previously crippled or insufficiently protected
Japanese ships near Guadalcanal. In fact, airpower
from Henderson may be the Allied player’s most
consistent and potent weapon in the "Guadalcanal"
scenario.
A glance at the FLAT TOP mapboard and at the
scenarios reveals that the Allied player’s area of
operations is divided in half Aircraft from
Australia, Port Moresby and Gili-Gili operate in the
western half while aircraft from Henderson and
Espiritu Santo operate in the east. There is some
area of overlap, especially around Rabaul and
Bougainville, hut this generalization largely holds
true.
This does not mean that forces on one half of the
map cannot help forces on the other. The Allied
player should bear in mind that if he can destroy
or neutralized much of his opponent’s airpower in
the west he can transfer aircraft, including fighters
from Gili-Gili and Port Moresby, to Henderson,
This option greatly enhances the strategic value of
the B-17s based at Australia and Port Moresby.
APPLICATION’S TO THE
JAPANESE PLAYER
The same assessment of airpower can be applied
to Japanese land-based air forces, although some
modifications are in order. The Japanese player
lacks the versatile bomber force enjoyed by his op¬
ponent, but has advantages of his own, primarily
in fighters and basing.
Whereas Allied land-based aircraft are classifed
into five groups, the Japanese player's are best
broken down into only four categories. He has no
heavy bomber and no true light-medium bomber.
He has, however, an abundance of naval bombers,
which constitute his only true land-based offensive
threat,
There are only two types of Japanese naval
bombers. The first, and generally most numerous,
is comprised of the Nell and the Betty. Like the
Beaufort, these two-engined planes are based only
on land but must be classifed as naval bombers be¬
cause they operate optimally in torpedo attacks
against ships.
The Nell and Betty are superior in range to every
Allied torpedo bomber. This enables the first type
of Japanese naval bomber, especially the longer-
ranged Betty, to be a threat to Allied task forces
anywhere in the Solomon Sea and in most of the
waters around the Solomon Islands, if the planes
are based at Rabaul. Rabaul-based Bettys can fly
as far as the Stewart Islands, the southeast coast of
San Cristobal, or Rennel,
The Nell and Betty are superior to Allied torpedo
bombers in both range and basic hit table for torpedo
attacks against ships. They are identical in potency
to all Allied naval bombers, both land- and carrier-
based, against bases. However, the Japanese player
should be somewhat reluctant to use them for at¬
tacks against bases. They are the backbone of his
land-based bomber force and if he is going to risk
them, he should risk them under circumstances in
which they have the highest probability of inflict¬
ing the most damage upon the Allied player's cause.
If, however, the Japanese player wishes to attack
a base, it should be Port Moresby, Gili-Gili or
Henderson. In any case, he must be guided to two
principles. The first is for use against Allied naval
targets. The second is attacking with the greatest
strength and highest hit tables in the face of accept¬
able risks.
Because of their poor performance in air-to-air
combat, they should always be escorted by Zero
fighters. The escort should be as large as possible.
42
43
44
All planes should approach the target at low altitude
to use the highest hit tables and negate the inevit-
able Allied radar. The higher anti-aircraft hit table
used by the Allied player against aircraft at low
altitude is an acceptable risk.
The target should be struck with as many bombers
as the Japanese player feels he can commit to the
attack without violating the first principle. This may
be only a few air factors, or it could be his entire
force of Nells and Bettys, depending on the situa¬
tion at the time of the attack.
The second type of Japanese naval bomber en¬
compasses the Kate and the Vah These planes share
with the Nell and Betty a greater capability against
ships than against Allied planes. They can be used
for strikes on bases, but if so the dive bombing cap¬
ability of the Val should be sacrificed in favor of
a low altitude attack. Dividing the attacking bombers
into two groups according to altitude means divid¬
ing their escorting Zeros, and that constitudes an
unacceptable risk. Nonetheless, the Japanese player
should refrain from using the second category of
naval bomber against bases even more than the first.
Possibly the ideal situation for the Japanese player
is one in which he can combine land-based naval
bombers with planes from his carriers in an attack
upon an important Allied task force, especially one
containing an aircraft carrier. In the 1 ‘Santa Cruz”
and “Guadalcanal" scenarios, the Japanese player
enjoys a quantitative advantage in carrier-based
bombers. The effective use of land-based naval
bombers with carrier planes can turn a slight edge
in the order of battle into a decisive advantage in
combat.
Like his opponent, the Japanese player possesses
patrol bombers for reconnaissance and anti¬
submarine operations. Numerically, he is grossly
inferior in patrol bombers ill all scenarios except
“Rings Around Rabaul" and “Coral Sea". But the
Emily and Mavis are superior to the Catalina both
in movement and range factors. Coupled with the
availabil ity of a centrally located base at Shortland
or Tulagi, this gives the Japanese player an ability
to cover almost as much of the map with his long
range patrols as the Allied player.
The Japanese player lacks a patrol bomber to fill
a role similar to that of the Hudson, He has two
ways of overcoming this. He can divert a small
number of naval bombers, especially Bettys, to
medium-range patrols. Or he can divert some of the
pathetic Dave, Jake and Pete seaplanes carried by
seaplane carriers and cruisers to his seaplane bases.
The first option allows him to conduct more exten¬
sive patrols, but decreases the number of air factors
available for action against Allied task forces once
they have been located. The second frees the naval
bombers from bombing missions, but markedly
reduces the amount of the map that can be covered
by non-flying boat searches.
Undoubtedly the greatest area of Japanese superi¬
ority in land-based airpower is in his fighters.
Whereas the Allied player must rely upon a variety
of short-ranged planes, the air-to-air capabilities of
which have already been discussed, the Japanese
player relies almost entirely on the Zero, If the
Allied player has a fighter comparable to the Zero
to complement his land-based bombers, FLATTOP
would frequently be a nightmare for the Japanese
player. The Zero is second to no plane in air-to-air
combat. It has a very high movement factor and a
range factor that enables it to stay in the air two
turns longer than any other fighter in the game. It
can escort bombers virtually anywhere within their
range or it can maintain lengthy combat air patrols.
The Japanese player can engage Allied fighters
over any Allied base and retain qualitative equality
if not superiority. A large number of Zeros escort¬
ing naval bombers will often sweep aside opposing
combat air patrols. The Zero can enable the Japanese
player's bombers to penetrate to Allied bases in
much the same way that unescorted B-17’s can
bludgeon their way to distant Japanese targets.
The Japanese player should be ready to use his
land-based Zeros as well as his naval bombers in
conjunction with his carrier-based aircraft. In crit¬
ical attacks by carrier-based bombers upon Allied
ships, land-based Zeros added to the air formations
can both save bombers from destruction and free
carrier-based fighters for combat air patrol over their
ships. When Japanese vessels are near friendly
bases, Zeros can provide lengthy aerial protection.
Because of the lack of endurance of Allied fighters,
exercising such options is much more difficult for
the Allied player.
The Rufe is decidedly inferior to the Zero in both
performance and range. Yet this fighter, which is
available only in very limited numbers, should not
be disregarded by the Japanese player. Although its
range is insufficient for all but the shortest escort
missions, the Rufe’s performance is adequate to
allow combat air patrols, especially over the criti¬
cal base at Rabaul. Of all the seaplanes in FLAT
TOP , the Rufe is the only non-flying boat to be taken
seriously.
Basing is a much different proposition for the
Japanese player than it is for his opponent. Whereas
the Allied player sees a map divided into eastern
and western halves, the Japanese player is con¬
fronted by more of a north-south division. In the
north are Rabaul and its neighbors, Buka and Buin;
in the south are Lae, Buna and Gasmata.
Planes from the northern bases can reach both
Allied bases on New Guinea. Bettys and Zeros based
at Rabaul and its neighbors have the range to at¬
tack Henderson. Perhaps more importantly, planes
flying from these bases pose a potential threat to
Allied task forces in every scenario, with the pos¬
sible exception of “Coral Sea",
The primary targets of aircraft based at Gasmata
and New Guinea bases are Port Moresby and Gili-
Gifi. The planes can attack task forces in “Rings
Around Rabaul" and “Coral Sea'% and may
possibly attack an Allied destroyer in the “Eastern
Solomons" scenario. But overwhelmingly, their tar¬
gets will be Allied bases on the south shore of New
Guinea,
Shortland and Tulagi are not included in either
group. Neither base can launch land planes, and both
are thus unsuited for offensive operations. Yet these
are vital as patrol bomber bases, allowing Emilys
and Mavises to reach the probabJe area of Allied
naval vessels quickly. The two bases, especially
Shortland, do much to offset the Japanese player's
quantitative disadvantage in patrol bombers.
By far, the most important Japanese base is
RabauL It has the highest ready and launch factors
of any base available to the Japanese player. Its
location beyond the effective range of Allied light-
medium bombers, naval bombers, and fighters based
at Port Moresby, Gili-Gili and Henderson makes
it the most difficult Japanese base to attack, as does
its high anti-aircraft factor. If the Japanese player
has any doubts as to the initial deployment of any
aircraft factors, he should deploy them at Rabaul.
Two bases that the Japanese player should avoid
using are Truk and Kavieng. In terms of ready and
launch factors, Truk is the Japanese equivalent of
Australia, But it is much more like New Caledonia
when its remoteness is considered. Land planes
should never be based at Truk, and patrol bombers
should be kept there only in the extremely unlikely
event that Rabaul is unable to ready or launch air¬
craft, Likewise, this event is the only reason for the
use of Kavieng by land planes,
JAPANESE DIFFICULTIES
The Japanese player faces two difficulties that are
faced by his opponent to a much lesser degree.
Coast watchers of both sides operate throughout the
map area, but the Allied player has a clear superi¬
ority in this respect. During daylight turns, it is very
difficult for the Japanese player to assemble large
air Formations without the knowledge of the Allied
player. It ts even more difficult for Japanese aircraft
to attack Port Moresby, Gili-Gili or Henderson
without flying directly over an Allied coastwatcher
hex. Surprise is something that is rarely gained over
the Allied player.
Conversely, the Allied player is able to move his
bombers to Lae, Buna and Gasmata directly from
sea hexes or land hexes behind the New Guinea
coastwatcher perimeter. Often the first warning of
an Allied attack on Buna. Lae, Tulgai or Buka is
the appearance of Allied air formations over the
target.
All of the Allied bases in FLAT TOP have radar,
whereas five Japanese bases at most are similarly
equipped. The Japanese player can counter Allied
radar by launching low altitude air attacks, but there
is nothing that he can do about his own technologi¬
cal deficiency. It is always there for his opponent
to exploit,
CONCLUSIONS
Carrier-based airpower is the most important
weapon to both players in FLAT TOP. But neither
can disregard land-based airpower, either his own
or that of his opponent. The Allied player can turn
his varied aircraft types into a weapon that, though
seldom decisive in its own right, can greatly offset
the Allied disadvantages to augment his already for¬
midable carrier-based airpower. The Japanese player
must weild his land-based air arm with care and
decisiveness.
☆
SO THAT’S WHAT
YOU’VE BEEN PLAYING
Titles Listed: 86
Rank: Title
Total Responses: 367
Rank Times
Last On Freq*
Pub Time List Ratio
L
Firepower
AH
—
1
5.6
2.
Squad Leader
AH
1
27
5.3
3 .
Third Reich
AH
5
27
2,8
4,
Russian Campaign
AH
8
27
2.5
5 .
Bulge “83
AH
12
7
2.2
6.
War Sc Peace
AH
17
5
2.0
7 .
Cross of Iron
AH
10
2
1.9
8.
G.L
AH
6
L 7
1.8
9 .
Hitler’s War
AH
2
S
1.8
10 .
Panzer Leader
AH
18
3
1.7
11.
Ambush
VG
LI
6
1.6
12 .
A-l Wars
AH
—
1
L5
13.
Up Front
AH
7
9
1.4
14.
R-L7
AH
4
10
1.3
15 .
Fortress Europa
AH
—
1
1.3
16 ,
WS&IM
AH
20
12
1.2
17 ,
Air Force
AH
—
1
LI
18 .
COD
AH
—
1
1.1
19 .
Guns of August
AH
—
1
L 0
20 .
Stalingrad
AH
19
2
LG
On the strength of the recent issue featuring them,
both FIREPOWER and ARAB-ISRAELI appear
on the list for the first time. I predict that FP will
occupy a slot in our ongoing survey of playing prefer¬
ences for some time to come. Meanwhile, a number
of old favorites cycled back onto the “Top Twenty"
while others slid off momentarily, I find it interesting
that the once standard approach to wargames—the
"Operational Level" design—is represented so sparsely
these days. The wargaming public has taken to play¬
ing either tactical level or grand strategic level games.
A full dozen tactical games on our List would seem to
indicate that our readership wants even more. Look¬
ing over the production of The Avalon Hill Game
Company for the past two years (and plans for the next
two), it would appear that is exactly what they are
getting.
45
Letters to the Editor ...
Dear Mr. Man in:
QUESTION: Wilt ADVANCED SQUAD
LEADER make The original SQUAD LEADER
game and its three modules (CROSS OF IRON ,
CRESCENDO OF DOOM, and G.I. ANVIL OF
VICTORY) obsolete?
James Leah
Bozeman, Montana
ANSWER: No.
ASL has been produced mainly to tie the
entire SL series together under a common system
of rules Heretofore , some CROSS OF IRON rules
contradicted some of the original SQUAD
LEADER rules; likewise CRESCENDO OF
DOOM contradicts some CROSS OF IRON rules;
and G.I, does the same to CRESCENDO OF
DOOM.
So ASL dears up alt ambiguities and, in
getrerat, makes for a more realistic and consistent
game system. Most SQUAD LEADER fanatics wit!
likely ' 'graduate" to ASL.
But ASL does not make SQUAD LEADER
obsolete; fur from it. Some components are inter¬
changeable; but original SQUAD LEADER and
tfj addons has appeal of offering many mare
scenarios; nearly 100 altogether. ASL has no
scenarios; it is merely a binder of rules that are
rt;(pared for its modules of which BEYOND
VALOR is the first and only one currently avail¬
able. BEYOND VALOR has but JO scenarios
It is important to note that no ASL module
scenario will repeat those available in SL.
although with modifications, those scenarios used
in SL could also be used with ASL Then too, there
will always be those who prefer the original game
to the new ASL system ,
BEYOND VALOR contains 12 sheets of Troop
Counters , none of which are needed for SL;
relatively few of the Troop Counters available in
SL can be utilized in ASL,
In time with the availability of more and more
ASL modules, it is hoped that the original SQUAD
LEADER gamettes, but not SQUAD LEADER
Hit If. can ultimately be phased out. But that's
many years down the road , Original SQUAD
LEADER may never become obsolete because of
hi programmed learning approach which makes
it easier for beginners to leant, We will continue
ft? recommend that new comers start with SQUAD
LEADER before graduating to ASL. It is only COI,
COD, and GI which may become obsolete if the
marketplace $Aokv,r a preference for ASL over the
earlier SL system.
WtHiriK
Gentlemen;
If s a lot more fun to observe those running
arguments that you see from time to time in
letters columns in magazines than to jump into
one, but certain Additions need to be made to the
points made by George Minde (Vol. 21, No. 6).
Like any good rhetorician,, Mr, Minde ends his
leEterby saying that The GENERAL, after print¬
ing his own editorial, ought to stop printing
“political editorials". Others may want to cor-
reel his data. I am bothered by some of the facts
that he left out, and I hope there's room in your
letters column for some of them.
Popular history in the West docs sometimes
underplay the role of the Soviet Union in fight¬
ing Hitler. But many popular works, including
the prestigious Time-Life scries on WW2, the
American Heritage Picture History of World War
Wand the games by Avalon Hill give Russia her
due. No serious history or historian in the West
denigrates the role of the Red Army. The insis¬
tence that either popularists or professionals arc
mostly biased in that respect has long been a bit
of Communist propaganda.
A very different situation exists behind the
iron Curtain, where historical studies are
government-produced propaganda. The official
"history". Great Pat none War for the Defense
of the Motherland Against the Fascist Invader,
is a tool of Soviet ideology and slate policy. In
the Soviet Union our role is always misrep¬
resented and downplayed—as is the role of one
Joseph Stalin just now.
The Communists and their apologists tike to
gloss over the campaigns in the Pacific and the
war against Germany elsewhere in Europe and
Africa, as well as the fact that Stalin started the
war along with Hitler. The Red Army invaded
Poland from the East two weeks after the panzers
surged across the western border. There might
never have been a "Second World War " without
the Ribbentrop-Molotov pact of 1939.
Communists arc also embarrassed by the fact
that Stalin actually has won the title of "Murderer
of the Century", surpassing Hitler and other
vicious tyrants. And they are made uncomfort¬
able by reference to the continuing imperialistic
policies of the Soviet Union in Afghanistan and
elsewhere. That is wfiy our government and
others did not celebrate the recent anniversaries
of victories of a wartime partner-of-convenience.
Most war earner :-i know more about the width
of T-34 lank treads than they do about the causes
of World War II. The latter are much more im¬
portant. and in looking at them we must be care¬
ful to examine not only both sides of the big
picture, but all of it.
Daniel Beattie
Charlottesville. Virginia
Dear Sirs,
It was nice to sec the two articles on AfW
in Vol, 21, No. 6 of The GENERAL 1've always
liked this game, but there have been few articles
on it in prim. Although both pieces were well
researched and written, there are a few problems.
"Sand in the W r ind" by Robert Allred was
an excellent article on AlW tactics, but only for
the situations as they appear in the game. The
Question Box for AlW (Vol. I4 + No. 3) listed
several corrections to the published situations
which Robert seemingly did not apply. Some of
the situations have part or all the boards rotated
180 degrees, which may reverse the set-up areas
for each side. Other situations have changes made
in the type or number of units. When these cor¬
rections are made, a couple of Robert's sugges¬
tions may have to be adjusted- In spite of this,
T was glad to see something on AlW strategy
finally appear!
The Lebanon situations were something I
hoped to see sooner or later. However, the
Lebanese Army in Situation L-5 amazingly has
two Israeli Centurian tank units. Since Jordanian
Centurian units are used for other LA units,
should not Jordanian Centurians be used in place
of the Israeli Ones?
Finally, both articles had high praise for the
designers of Situation S-12 (Marjayou). Who art
these anonymous geniuses?
Dave Howery
Dillon, Montana
So far as our records show , the Marjayou
scenario was designed by Seth Cams, and heavily
modified during playtesting by Richard Hamblin
and Randy Reed , And yes, the Centurians should
be Jordanian , not Israeli; our mistake,
★ ★★★★
Dear Mr. Martin.
Until lately. 1 have not paid much attention
to your letters column, A short lime ago,
however, I saw a letter with a bit of strategy. 1
then got out my back issues and started reading.
Tn the process, I was amazed at some of the trivial
things that people were complaining about to
you. One reader actually counted the number of
illustrations in several issues after saying there
weren't enough.
The most common complaint pertained to the
fact that you have included articles on what they
term "non-wargames'. Mr. Bill Fawcett's arti¬
cle on WIZARD S QUEST, The Wars of
Mamon" (Vol. 19, No, 4), was one of the most
enjoyable I’ve seen in The GENERAL. People
who can find nothing better to complain aboui
must be very narrow-minded- What are their
criteria for determining what is a wargame and
what isn't? They seem to think that only games
that simulate historical military events are war-
games. I point out Avalon Hill’s Invasion Malta
game in AAOC. This is certainly not based on
any historical event, but I don’t think anyone
would doubt its status as a wargame. To all these
folk l say. even though you may not like fantasy
or other games, some of us do.
David Holmes
Wiggins, Mississippi
Dear Mr. Martin;
I have never taken the time to write the editor
of any of the magazines to which 1 subscribe, but
the outstanding Volume 21. No, 6 issue of The
GENERAL demands comment. This particular
issue was the last of my most recent two-year
subscription and 1 must admit that 1 had con¬
sidered not renewing. My attitude totally changed
after seeing the excellence to which you and your
staff are capable of aspiring.
Aside from the rather poor grammar and
prose of the "Sand in the Wind" article, each
and every feature was both interesting and
entertaining—two attributes of a very fine maga¬
zine. Most remarkable about my comments is the
fact that 1 do not own a single one of the games
that were featured in that issue. Even so. I found
it io be the finest issue of my many years of
association with The GENERAL,
Keep up the good work, Mr. Martin, and
congratulate your talented staff. And, yes, my
subscription renewal order is in ihe mail.
Judson R. Kring
Madison, Indiana
Dear Rex:
Thank you for your letter requesting chat I
resubscribe io The GENERAL. As you may recall
however, I wrote you approximately six months
ago. At that lime I requested you either get my
issues to me in a more timely manner or refund
my unused subscription fee. You demurred on
both—feeling the tardy arrival was just awful but
not your fault, and that refunds were inconsis¬
tent with the policy of TAHGC.
Welt, the most recent issue {HITLER S WAR)
arrived today. This is exactly twelve days after
il went on display at my two local retail stores
and sixteen days after it was received at (heir dis¬
tributor. To anticipate your reply—yes, it’s tough
but not your fault. This mailing schedule of yours
tells me ihat I am a low-priority—probably be¬
cause you already have my money —but not the
money of those who will buy the issue in retail
stores.
Mr. Martin, I am a businessman—and quite
successful at that. I know that "fault" is
irrelevant—because what counts is the customer's
attitude toward me and my wares. I know that
[ can ramble on as long as I like in justifying defi¬
ciencies of my service—hut the bottom line re¬
quires me to satisfy him, for I want and need his
money.
In that sense we're alike, aren't we? You need
and want my money. But why should 1 give it
to you? As a subscriber to the Atlantic, Million*
History 1 , Golf Digest, Baseball Digest, Sports
Illustrated, Playboy and several professional
journals, 1 know the kind of service 1 am entitled
to expect. As a subscriber, I should get—and do
get—my issues before my non ■subscriber friends.
Except for The GENERAL ; you're always late.
Please don't suggest that I subscribe and pay
for first-class postage; then it will be cheaper for
me to buy it al the retail outlets. And I won't miss
any issues—In facl if you need any back issues,
let me know. The local stores have a fine selec¬
tion of your magazine dating back six years!
So what's it going to be? Can you promise me
better service—equal to the service the above
periodicals provide? Or will you once again dis¬
miss my problem in a whimsical manner? You
decide. Until you can tell me 1 will get the same
service retail stores get. I'll keep my money. It’s
up to you.
Paul Pigulsk!
Springfield, Illinois
In response to your recent letter concerning
the mailing schedule for The GENERAL, you are
quite right—it is usually ' late' \ However, I will
point out that a delay of a couple of weeks is
hardly going to make the information carried in
our pages "out-of-date* \ I do not presume—nor
should you—to equate our circumstances and
outlook with the much larger circulation popu¬
lar periodicals you mention, To provide some
small insight to those who have voiced this com¬
plaint in the past, let me briefly elaborate on a
couple of points.
First, unlike most of the publications you
hold up as sterling examples of the periodical in -
dustry, the prime emphasis of The Avalon Hill
Game Company is ike production of games. This
means that the technical work in producing our
magazine (color seps, artwork , veloxs, type¬
setting , and so forth) and the press time avail¬
able to me takes second place io that of any game
currently under production, Fve no doubt that
Playboy. Sports Illustrated, Atlantic and others
that yaw mention demand the full attention of the
extensive staffs of those corporations. While the
technicians of The Avalon Hill Game Company
perform stupendous feats of production, the hard
fact is that even they can only do so much in any-
given time period when so many projects demand
tkeir attention. Since The GENERAL generates
very little of the overall profit of Monarch -Avalon
inc ,. i'f wilt continue to be near the bottom of the
prioriry list—rightly so. This issue is a case in
point, being greatly delayed by efforts for
ADVANCED SQUAD LEADER and new Victory
Game releases; I wonder at the reaction should
we delay those for a few months instead.
As to the delay in the Postal Service
(causing the difference in the arri val dates
of wholesale orders and those for mail cus¬
tomers), you can rail all you wish, but the
facts show that nothing will change. The
US Postal Service has , in their infinite wis¬
dom, decreed that The GENERAL does not
qualify for a secondcluss permit (as do the
others mentioned, if you ever glance at the
mailing cover) and has denied ail our
normal applications for such (regarding it
as an advertising medium). Without it, we
are forced to rely on a fourth-class
permit—meaning that our magazines get
the lowest priority rating from the Post
Offices that they must pass through on their
way to you readers. This means that an
extensive delay between mailing and de¬
livery is not at all unusual. (It also means
that copies of The GENERAL cannot be
forwarded, despite your requests. and are
instead destroyed; you must notify these
offices of any change in address if you ex¬
pect to continue to receive your issues.) On
the other hand, since suppliers order
multiple copies, we can use normal ship¬
ping carriers for their delivery. Obviously,
prompt arrival is the ''bread-and-butter * 1
of these freight companies, and the retail
outlets usually receive their copies within
a matter of days. Unless the Postal Sendee
sees Jit to revise their judgement and grant
us a permit in keeping with our function,
the best that we can continue to do is mail
The GENERAL bulk-rate and offer prohibi¬
tively expensive first-class mail subscrip¬
tions for those few to whom money is no
object in the face of their own enjoyment.
To complicate this mutter at the moment, the
grand lady who for twenty years kept your copies
coming to you— Gertrude lombro—hm, for rea¬
sons of health, retired. It is more than a little
difficult to replace someone ivAo so well fills a
critical slot in the production and distribution of
a magazine, especially when the departure is so
abrupt, h wilt likely be a few months before some¬
one of the calibre and dedication as Gertrude can
be found. In the interim, the transition will prob¬
ably engender some delays and confusion in sub¬
scribers receiving their copies.
To conclude this, let me answer your closing
questions. First, there is simply no way (hat we
can offer service similar to that of the magazines
you tout without an appropriate mailing permit ,
and there is little chance that the Postal Service
will change their judgement. I hardly consider
your plight whimsical , but unless and until you
are willing to order a hundred copies, 1 can
hardly promise that you wif/ get the same ' ’serv¬
ice" as the retail stares since your situations are
so vastly different . If you are concerned about
rhe timeliness of your copy, l would strongly ad¬
vise that you do purchase copies from your local
retail outlet, h will make our task of convincing
retailers to carry our magazine on their
newstands easier, and perhaps keep even you
happier. After all, it is ail the same in the end.
I am quite pleased that your local retail outlet
keeps a stock of our back issues on the shelves.
Since our publication is hardly ‘ 'dated ’ 1 or top¬
ical in its coverage of the games, many retailers
have standing orders for us to keep them in back
issues as best h? can (meaning until our own
overprinting surplus of on issue is gone). By
keeping these back issues on display , they in-
c reuse the sate of both our games and our maga¬
zine, since they support each other to an extent
that no other publication in this hobby does , And
if your local game store doesn V carry the maga¬
zine, ask them if they might consider doing so
for your convenience. Thanks for your offer for
back issues, but I’ve Several full collections of
our magazine in prominent place on my office
and home shelves already.
So, no, 1 can't " promise " you delivery as
prompt as rhose you quote , I can, however,
promise you the best of material and graphics on
our hobby within these pages regardless of
whether you buy if off the shelves, or receive it
at home.
46
VP FRONT
19.15 Does a non-fully crewed LMG (or a cap-
lurcd weapon) aulomaiically malfunction if fir¬
ing from a group containing only regular rifles
on a red 6 RNC7
A, No, The LMG or captured weapon would
automatically malfunction on a red 5 RNC: but
should a red 6 RNC be drawn, I be question of
which weapon may malfunction is resolved
normally-
20.2 May a player elect to cancel remaining
designated infiltration attempts upon seeing the
result of earlier ones?
A. No—that's why they have to be predesignated
io begin with.
20.8 When a group is eliminated in CC and its
terrain is captured, is the capturing group also
entitled to a change of range or Group ID chit?
A. No
21.2 Docs an infiltrator who sets off a Demoli¬
tion Charge lose its infiltration status?
A. Yes as per normal application of 20.53.
21*2 How can a Demolition Charge be used with
a strength of 8 against an AFV?
A. It cannot. A Demo Charge can be used vs
armored targets only in CC and only as a +4 CC
DRM (28.8I>.
21.3 Do Smoke or Fire cards modify a Demo
Charge attack?
A* Only those on the defender's group—■ not the
attacker's.
23.8 Can a piIIbon be encircled?
A* Yes, but 23,8 overrides the effects of 17.612
(i.e., Flanking Fire vs a pillbox is obtainable only
by 23.7),
24*33 How does an AFV exit a minefield?
A. Minefield attacks vs an AFV are treated
exactly the same as if they were against an in¬
fantry group except that it attacks with a base
anti-armor strength of I.
28,46 Does this flank shot apply io non-ordnance
shots when an AFV plays a Sideways movement
card?
A, No.
28.61 Can a Concealed card be played to aid the
defense of an AFV or its crew against a non-
ordnance attack?
A. No.
28.8 Once a man has infiltrated vs an AFV , docs
he have to play a Movement card or undergo a
Morale Check in order to attack I hat AFV?
A. No. Either a Morale Check or Movement card
was required for the infiltration attempt, but once
inf It rated, the CC attack occurs immediately
with no further requirements,
28*9 What effect does being Hull Down have on
an Infantry Gun being fired on by non-ordnance
weapons?
A. None, other than the normal application of
the terrain card's TEM.
AFRIKA KORPS
13*2/15,22 If an unaccompanied supply unit
moves adjacent to an enemy combat unit to sup¬
ply an attack cm that enemy unit, is the supply
unit captured by the enemy combat unit?
A. No.
VICTORY IN THE PACIFIC
Q. If the Americans abandon Pear] Harbor on
Turn l after the Surprise Attack, can the Japanese
control the Hawaiian Islands?
A. No, the Japanese units are considered Raiders.
O- If the last ship on a side is disabled, and so
must retreat, are the ports and bases in that sea
area subject to air raids?
A. Yes
Q. If an air raid is conducted on a port or island
with no repair facility and a ship there is
"bottomed", is there any manner it may be
refloated and moved lo a port with a repair
facility?
A* No,
Q* If one repairs Marines (per Optional Rules),
does this action take points away that may be
applied to ship repairs or LBA repairs?
A. No,
Q. When Marines receive damage equal to their
armor value, do they still get one shot or do they
lose all fire power?
A, Damaged Marines still get the one shot.
Q. Can damaged ships be used as raiders'* If so,
can a ship with a speed of "2" try to raid into
a third area?
A* Yes, Yes.
FIREPOWER $22.00
The Game of Man-to-Man Modern Warfare
The latest of a long line of tactical
games to move into the top ten on the
ongoing RBG chart, FIREPOWER scored
strongly in every category, well below the
average in all except Counters The high
response to our rating attempt (Sample Base)
also serves to indicate its popularity. Craig
Taylor, working with a proven system, has
brought forth a fine game-
while superior in every aspect, FIRE¬
POWER is obviously designed for the
players' enjoyment. Playability, Excitement
Level and Play Balance all indicate that the
game is an edge-of-the-seat experience. As
the Series Replay and Contest #124 showed,
play is fast'paced and interspersed with
unforscen switches of fortune. With the
comprehensive listing of nationalities,
definitive in its scope (hence the high
Authenticity rating), for players to choose
from. Play Balance is assured- And, best of
all for lunch-hour tacticians, FIREPOWER
can be played in under an hour. With Craig's
campaign system (see Vql. 21, No, 6 of The
GENERAL), the game can also keep players
occupied for a month.
Among the plethora of games being
released on the modern period at ibis time
in the industry, this one deserves its place
in the front rank. The ratings for FIRE¬
POWER will show on the ongoing RBG
henceforth, as follows:
Overall Valuer 2,57
Components: 3.10
Map: 2.79
Counters: 3,25
Player’s Aids: 3*17
Complexity: 4.67
Completeness of Rules: 3.12
Playability: 2.71
Excitement Level: 2.38
Play Balance: 2.56
Authenticity: 2.87
Game Length
Shortest: 54 mins.
Longest: 2 hrs.* 49 mins.
Year: 1985
Sample Base: 85
AH RBG RATING CHARTS
The following games are ranked by their reader-generated overall Value
rating. Further aspects of reader response to our titles are indicated
by the ratings in other categories. By breaking down a game's ratings
into these individual categories, the gamer is able to discern for him¬
self where the title's strengths and weaknesses lie in the qualities he
values highly. Readers are reminded that the Game Length categories
are measured in multiples of ten minutes (thus, a rating of "18" equates
to three hours).
WARGAME RBG «
n
a
3
I
3
n
o
3
n
ai
?i
zr *
1
ST
3
5
2
L Gl
2.02
1.93
10
3.01
3.38
1.88
12.84
35-33
1982
264
2. COI
2,06
1.95
9
3,29
3.13
1.99
11.61
29.27
1978
532
3, 3R
2.21
2.67
10
3.81
3.40
2.73
25.94
69,24
1931
273
4. COD
2,23
1.97
10
3.12
3.08
1,15
12.15
30.20
1930
224
5, TRC
2,29
2.53
4
2.52
2,12
311
17.44
37,74
1976
540
6. SL
2.31
2.09
8
3,48
2,87
2 45
10.17
27.90
1977
680
7. UF
2.42
2.26
4
2,57
1,31
2.84
4.84
13.05
1983
58
S. S-17
2.51
2.62
3
2.52
1 86
2.21
3,30
11.50
1983
87
9. WS&IM
2.53
3.04
6
2.93
2,67
2.39
7.01
34.90
1975
464
10. FP
2.57
3.10
4
3.12
2.91
2,87
5-42
16.81
1985
85
M. HW
2.59
3.27
4
3,68
113
4,25
8,27
21.73
3984
63
12. W&P
2,61
2.76
5
3,46
2,93
3.04
13.04
57.19
1980
374
13. BB’81
2,67
2,46
4
2,53
2,94
2,91
19-62
35,09
1931
277
14. TLD
2.68
1.95
8
3.72
3,54
2.04
24.44
170.68
1980
119
15. VITP
2.72
2.86
2
2.89
2.22
4.52
16.96
22.36
1977
420
16, CAE
2.85
3.01
4
2,32
2.89
2.52
25 14
32,57
3976
252
17 SON
2.92
3.03
10
3,72
4.09
1.92
29 50
81.78
1981
123
18. SOA
2 97
2.79
3
2.73
2.41
3.88
IS 22
22.57
1981
232
19. FE
3.00
2.72
7
3.21
3.21
3,00
21.17
49.05
1980
345
20. FRED
3.00
3.41
4
2.93
2,58
2,75
12,25
24,67
1983
58
21. SUB
3,08
2.64
8
3,13
3.08
2,74
9.41
26,15
1978
281
22. CON
3.12
3,64
7
3,08
2,52
3,52
25.8
49,1
1983
73
23. MD
3,13
3,51
3
2.80
121
3.44
14.75
20,74
3964
395
24 AZ
3*17
2.72
7
3.18
3,86
2.68
18,63
63.40
1978
292
25. PL
3.19
2,94
7
3,31
3,13
3.50
949
25,80
1974
479
26. 1776
3.21
2.97
7
3.09
3.03
3,10
10.16
45.1)9
1974
373
27. FT
3,23
3.12
10
3.22
3.67
316
24 51
57.39
1981
196
28 PB
335
3.08
6
3.73
2 90
3,94
10,35
23,07
1970
448
29. BIS
3 45
2 96
6
3,43
3.25
3.06
12,41
26,35
1979
248
30. AAOC
3.52
2.95
5
3 02
3.26
3.07
15 52
26.53
1978
239
31. FtTW
3.53
3,14
4
3.17
2.94
3.72
16,14
30.01
1981
900
32. CL
3.54
3.35
5
3.15
3,33
3.79
1153
25.53
1975
136
33 DL
3.61
4,02
7
3 85
3.22
329
6 66
19.94
1981
120
34. GOA
3.66
3.37
5
3.67
3.79
2.98
18.68
60.06
1981
297
35, WAS
3.71
3.67
1
248
2,37
5.98
9.09
12.71
1976
396
36. GE
3.72
3.12
6
4.64
4.41
2 84
13 25
57.13
1977
248
37. AF
3.74
4,16
7
3.98
3.34
3.35
5.61
16.02
1980
192
38. AIW
3,74
3.05
8
2.92
3.52
3.06
8.69
25.36
1977
308
39. LRT
3.75
3.60
4
3*53
3,39
2.96
13.04
17.00
1952
56
40. Tft
3.80
3.76
3
3.33
3.60
3,70
9-51
25 79
1980
72
41, WAT
3.83
4.17
2
2.95
2 64
5.00
17.08
23,13
1962
296
42. NP
3,87
3,29
3
3.27
2,56
4.89
9,69
1440
1978
159
43, AK
3.92
4.38
2
3.30
2.48
5.09
14.49
19.13
1964
492
44, AL
4.03
4.05
5
3.69
3.13
3.57
12,34
17,93
1974
217
45. T8
4.06
3.53
7
3.48
4,47
2.50
11.28
32.50
1975
304
46 RW
4 14
3.14
5
3.32
2.91
3.98
4.22
21.15
1973
311
47 JU
4.17
3.20
6
3.61
3.83
3.22
16.01
36.66
1974
193
48. PAA
4.17
4.24
5
3.79
3.99
3.70
15.51
25.24
1931
[44
49 DD
4,22
4.07
2
3.04
2.88
4.64
17.54
26.25
1977
367
50. CH
4.39
3.80
4
3 35
3 52
4.67
14.76
24.96
1961
140
51. STAL
4.39
4.29
2
2.88
2.75
5,83
20.57
28.85
1963
320
52-LW
4-45
375
5
3,77
3 79
4,79
13.36
34,14
1971
372
53. FR
4.79
3 49
4
3.47
3.75
4.06
16,27
26.95
1972
244
54. BL
4.73
4.16
7
3.65
3.77
5.27
20.43
41.44
1965
336
55. TAC
5.62
5 25
i
2.79
3.23
6.34
11.70
19.29
1961
285
47
With a wealth of we 11-written material on games
as good as FIREPOWER, SQUAD LEADER and
ARAB-iSRAELI WARS, we anticipated that Vo I*
21, No. 6 would bring the volume year to a strong
close. But we were elated by the best Overall
Rating (2.74) in over five years —since that for
VoL 16, No. 1 in fact Also pleasing and surpris¬
ing, the Series Replay and Craig Taylor's look at
modern combat theory dominated the polling for
individual articles. Ratings for all the articles,
based on a random sampling of 200 contest
responses, are as follows:
FIREPOWER SERIES REPLAY.. . ,410
GUNS FOR FIREPOWER.308
SQUAD LEADER CLINIC .163
LEBANON ...*..* . 100
A FIREPOWER CAMPAIGN .. 97
SAND IN THE WIND.*. 48
BLITZKRIEG '85 . .. .. 34
ALL ASHORE WHO'S GOING ASHORE .. 29
AH PHILOSOPHY.11
Mr. Bruce Linsey, one of the grognards of the
DIPLOMACY hobby, is the newest "Runestone
Poll" Custodian —a rating of the postal game-
masters and of the many and varied 'zines
devoted to that hobby. The annual report of the
results of this survey to the hobby, this year
entitled "The Cream Shall Rise", is now available.
The 56-page report, besides presenting the
survey, also contains some tidbits of history on
the hobby, a look at the workings of the poll, and
reflections on the structure and results. Our con¬
gratulations are extended to Mr, Linsey, whose
own 'zine Voice of Doom topped the list for
DIPLOMACY magazines, and to Mr Mark
Larzelere, voted best DIPLOMACY Game Master
by his peers. Mr, Linsey, besides his many other
activities, also has produced a packet intended
to introduce novices to the postal DfPLOMACY
hobby“"Supemova" Both "Supernova" ($1.00
fee) and "The Cream Shall Rise" ($2,00) are avail*
able from Mr. Linsey {73 Ashuefot Street, Apt.
3 r Dalton, MA 01226).
One of the reasons for the popularity of Voice
of Doom ( see above) is due in no small part to
the excellence of its content. This fact is reflect¬
ing in the latest awarding of the annual Rod
Walker Award for Literary Excellence, It was
presented to Mr. Linsey for his article entitled
"The History of a Diplomacy "Zine" in Voice of
Doom #10Q. A must read for anyone interested
in the DIPLOMACY hobby, or in publishing fan
'zines, it typifies the intent of the Rod Walker
Award. Mr Linsey will be presented with the
permanent plaque and other honors at the annual
DIPLOMACY convention (held in Seattle this
year). The award, funded in part by The Avalon
Hill Game Company and administered by the
Institute for Diplomatic Studies, recognizes the
best of authors each year and is voted upon by
hobby members from a list of nominees proposed
by a committee of seven editors/writers con¬
cerned with the hobby. The Avalon Hill Game
Company extends its congratulations to Bruce
Linsey for his efforts at bettering the play of
DIPLOMACY and the vibrant hobby that sur*
rounds it.
Even as the new comes in amid fanfare, the old
fades slowly away. A number of games In our line
will not be reprinted and, since stocks have fallen
to a low point, are now considered to be
"collector's items". These include the following:
CHANCELLORSViLLE, ALEXANDER THE GREAT
CAESAR'S LEGIONS, ORIGINS OF WWtl,
ASSAULT ON CRETE/MALTA, STRUGGLE OF
NATIONS, FRANCE 1940, TOBRUK, MYSTIC
WOOD\ TRIREME and SOURCE OF THE NILE.
Infiltrator’s Report
When current orders are filled, the prices of these
games will rise as per those for other discontinued
games,
The 1985 edition of the Black and Blue Book
is now available, according to Larry Peery. This
fourth edition lists some 1066 names, addresses,
telephone numbers and hobby interests of
DIPLOMACY players from all over North America.
This 128-page publication represents some three
years of effort, and is broken into various listings:
alphabetical by last name, by Zip Code, organi¬
zations, 'zine publishers, and hobby services.
Other little tidbits (list of ftf DIPLOMACY conven¬
tions, electronic mall, tips for beginning players,
and so forth) fill out this informative booklet.
Everything you ought to know, if you are inter-
CONVENTION CALENDAR
The GENERAL will list any gaming convention in this space
free of charge on a space available basis provided that we are
notified at least four months in advance of the convention date.
Each listing must include the name, date, site, and contact
address of the convention. Additional information of interest
to our readership such as tournaments or events utilizing The
Avalon Hill Game Company's games is solicited and will be
printed if made available.
The Avalon Hill Game Company does not necessarily attend
or endorse these gatherings, nor do we guarantee that events
using The Avalon Hill Game Company's games will be held.
Readers are urged to contact the listed sources for further
information before making plans to attend.
SEPTEMBER 20-22
COGACON *85, Columbus, Ohio
Contact; Paul Riegel* War Game Designs* P.Q.
Box 124, Hilliard, OH 43026.
SEPTEMBER 21-22
CGI/COD FALL MANEUVERS, Fort
Lauderdale* Florida
Contact: Bill Thomson, 7081 NW 16th Street*
Apt. H4 t Plantation* FL 33313* (305)
587-3315.
Note: Tournaments in COI and COD ,
SEPTEMBER 28-29
TOL-CON m, Toledo* Ohio
Contact . Keith Zunk* Mind Games, 3001 North
Reynolds Road* Toledo, OH 43615* (419)
531-5540,
OCTOBER 4-6
CRUSADER CON V, Denver* Colorado
Contact: Auraria Gamer’s Club, P.O. Box
13395, Denver* CO 80201.
Note; Tournaments in DIPLOMACY. SQUAD
LEADER and KINGMAKER among others.
OCTOBER 5-6
WARGAMER’S WEEKEND, Newburyport,
Massachusetts
Contact: Chris Parker* c/o Toy Soldier Ltd,*
P.O. Box 148, Newburyport* MA 01950.
OCTOBER 20
ADVACON, Depew* New York
Contact: The Advacon Fellowship, 101 Floss
Avenue* Buffalo, NY 1421L
Note: A number of science fiction and fantasy
tournaments.
DECEMBER 7-8
KNOXCON, Knoxville* Tennessee
Contact: Tim Deane, The New Hobby Hut,
3615 Chapman Highway, Knoxville* TN 37920*
(615) 970-4435.
Note: Five rounds of SL competition.
ested in the energetic DfPLOMACY hobby, is put
together in the BBB in a way designed to make
it easy to use* The price is $4,00 (plus $1,00 for
postage and handling) from The Institute of Dip¬
lomatic Studies, RQ, Box 8416, San Diego, CA
92102*
Richard Gutenkunst has been busy cutting
again, and his latest offer is for the Arab-fsraeii
War counters for use with Mr. Anchors "Lebanon"
scenarios (Vol. 21* No,6h He is offering these for
$1.00 a set (no SASE required). As a special to
our readership* he is also offering two complete
sets for $1.50. Since this allows both sides
expanded use of the modern armor, DYO
scenarios abound. The new AfW counters can be
ordered direct from Mr, Gutenkunst at Box 3301,
Traffic Station* Minneapolis, MN 55403. Richard
is reported considering completing sets for the
recent CONQUISTADOR variant (Vol. 21* No. 5)
and FIREPOWER campaign (Vol. 21, No. 6). If you
are interested in either of these* you might drop
him a line indicating your willingness to buy and
so encourage him in his efforts.
For those who may be new to the play of postal
DIPLOMACY, a word of advice. Find yourself a
copy of "Masters of Deceit". Inside its plain brown
wrapper are a number of articles on the game*
its play by mail, and the wide-spread international
hobby by some of the leading practitioners of that
dark art. Even if you've no interest in playing the
game by mail* a number of fine strategy articles
prove entertaining and engaging. Sections on get¬
ting started* and on the DIPLOMACY press* are
particularly used for novices. "Masters of Deceit"
is available for $1.00 from Steve Woody
Amawoodlan (602 Hemlock Drive, Lansdale, PA
19446).
Contest #124* featuring a no-win situation for
the Syrians in a FIREPOWER scenario* brought a
large number of entries. Indeed* we had so many
that we discovered numerous ways to win the
game besides the one we devised. However* our
solution brings a four-point advantage to the
Israelis in the final tally; to avoid the need to
randomly drew winners, we decided to use this
as the "tie-breaker". All entries with a legal , four-
point split were declared winners and will receive
a merchandise certificate from The Avalon Hill
Game Company* FIREPOWER experts in our con¬
test proved to be: Arlen Busch* Greenbelt, MD;
Stephen Desrosters* Houston, TX; John Holloway*
Earlysviile, VA; Jeff Petraske* New Boston, Ml;
Dave Ratliff, Greencastie* IN; Stuart Rushing*
Oceanside* CA; Scott Spahr* Laramie* WY; Kent
Wei ton* White Oak* TX.
The solution to Contest #125 utilizes the
classic Rommel pattern of a sweep to the south
to break the Allied line. In order of play* the
following moves give a deep penetration of Egypt:
Truck and Depot, from 1623 to 1427
Italian forces* from 1825 to 1331
1 55th and 11 5th Infantry, from 1 725 to 1231
104th and 1/5 and 2/5, from 1523 to overrun
1132* then overrun 1334, finally one 3-60
penetrates to 1434
With this* the Allied line has been shattered; more
importantly, much of it has been placed out of
supply. It is not necessary for the Italians and
German infantry to attack from 1331 and 1231*
Their presence does insure, however* that sup¬
ply can be traced through these hexes. Note that
it is possible for the Axis to have captured the
British depot in 1334. This should not be counted
on, and reliance upon the capture (as opposed
to destruction) would invalidate any contest entry.
OPPONENTS WANTED OPPONENTS WANTED OPPONENTS WANTED
12 Scenino* m 12 mui*. 9 ite I a HM. 4 Subicnbe
n.i'*- Out yrtf fotonlv *12 Chi All Frond, P.D
ftra 265. MwimJL AR ■>!&*>
5L pluym wintrd A beginner bored e-f playing
fohteifo CUI nr WftU PbLnck. O' Bran. j SO I W
Mmmul; Rd,, Tmw, AZ ljT4|, 7-H-I697.
til tkinJi vKlntri Pbrn naif. Drop itk
■ poucind wirhlfee uuuh denred Unofficial
rri. nrd 115-17-45 AJw AZ , ftf Todd Biiiell 111,
F.O 927, Cwnlno., CA 95709. (917i
644 3610_
Loot mg (at wa&'nan-muti phm Ol Am Pro*
1200 with i;, j-icm bul wou Id Site in 1e*m other
systems Stephen Hsich. 18921 ME. Cam»rron
St . F.V . CA 92708, flU) 963-7661.
Opponents, w reled for !1! TRC. Ml and oilier
AH (erne' Eajrn^ntnd pliyc- AREA ruled.
M ice-jhii f Pit*. «29 a Uke Murrey ftlvd , Li
Mem, CA 92&H, 16191 589,6387_
A dull novice seeks eipencmad gamer let ftf JU
CCH. COD, Ol. 17I4J 639-7S65-Diy; (3I3>
498-J7&3—Eve. p. firmer, J34| HMHKr Rd.,
Long Beach, CA 90815__
L* pen fixed ndulc junfr win hr oppoeeeta, IR,
BB. FE, LRH and others John Li. Mefiuuger,
IW Somis Dsr-e. *J3S. Mbdetfo. CA 95355,
fH»] _
5m Dicjo Am Gimrrs Join the Gune Tn»ne
Club ($Sr> m Open gimwg btaftOiy*. rtcildic*
4vai labile 7 diyi/wi; Pi>dln League, ppm DIF,
AH dehm, plus more Gune Tawne. 1954
H«t>cy a . (in OU Tewri), Sen Dhp, CA
92110. {619? 291-1666 _
Seeking op^ooenu T jrlodc - Modems area Any
dubs' 1 Am irwspentmmJ fif. Have BIS, PE, R H.
and, others forefib V Siewin. t Vil G«f Rf*d.
Suite 66, Toctpct, CA 95380, flW] 667.6549.
I am iDokang for pbm oppessenu for WAF If .n-
lereslBd nme Richard Oiscm, 15571 E 5 3th
A’nt'.i *201 A. Ayrarte, CO 8001;].
Appro* I TOG reek* aria opponent for need pben
3R Stephen Johns, 309 27tb Si . Boulder, CO
wm. (30IHW-16I!_
Eapmrnctd juner wi/ncd for ftf COD. Gl, 17
FF. FT of IT76, E play aemwly, Ml Jut fun
No maniacs. Brian Post, 2301. Pearl. M3,
SouMet. CP MM_
Wanlod adu'.l famrrs for rated gun: of TRC
[hbifri 7 k; a.I taunt *n(s tprthfitti. all ItfUhn
ansiuered Douglas Vare, P O. Bm Lil, Rrorik-
field, CT 06804, [203J 775-0712._
A dull wirgimer seeks plan (at ftf oppneeiMi
Preferably Civil War tames E have GE, UR
L.RT ahd SOA. Bruno PUrsannlando. 2 I Wood
Drive, Etu Han ford. CT CMOS. f2D3>
S2S-7624_
Eapenenced college uisdeei leeting ftr 0P(W-
nersts for SL, COE. COD. romr CJ. CharLn
MeOtrry. *002 G Si- Hw . Wadnnyiijn. DC
20006, 296 1596__
Sotuh Florida Faeusaiu have b«n i?f£.aetlJ(d U;
promote vrargairunt in the local area Canaan
Brit TtkMium, t-'v Brivud Game Pliycn Chib;
7619 D*vie Rnad Bui. Hotlyw«yj, FL. (3051
5375113_
Need quedaoru anstvered ooeeemutf 1VU (ante
p»ay buciidcnd Bill Ttwmron, 70S I NW 169b
* . Ape. u*; plaewtisn. FL 33513. (3GJ>
387-3313.
Prefer nf in Allanla area Tech student FP, Gl.
CM, GSL, AF. SST. Fletlbk SteVf EcUiart.
Georfia Tech, Boi 33558, AeIuili, 0A 301332.
875-7283__
FtTajiy gamer or nunumrei Phfn TRC. LUFT.
AREA Ralcd. Michael Jay Kelly, 140 Enienada.
CarpeJEtfrvUle, tL 6Ql 10_
AREA 1530 Pnn Nc* lo phm, leeks opponems
for fini game Will pl*y PB., PL. AIW, AX,
W'iP, RW. AH. honor or your ay Hem TcnP
RibhHki. IE . 46 LB 34 Keystone, CtiKUfD, IL
60630
Wanted ftf idol" opponents in Jodie* ares J prefer
TRC. FE. AOC.A2, BB, CAI. and AX. Jules
wcjttedKiunki- 1173 Clare, Ave., Johci, IL
m*is. 16131 7;;. I rn _
Oppjncnl *aM6d. Iir ot p&m 3R. SL Series. BB.
JUT. PS. PL. WSJM. VJT-, FP, TRC. FT.
MID, and morel Organizing; nuIn player pbm
FT. TUT: MEGM! Paul C WanJun^Bo, R T .
3055 tamclate fti)., Apt 306. Wooduruk, IL
6009*. <AI5> 336-S97R. ___
Pbm or fit AREA 1400 AL. CAE. CL, COf.
COD, Gl, SL, SST, 3R, SUB. WS&IM JiH
Mtifor. 1726E. 304 St., *p &. Ankewn, IN
46013, 11171 6446593
Aduli (26> raied t5© Prov Krti AREA ««»
neius. in Was. VITP. MED. RW. LW. DIP.
Own BB. WAT. 1'B, BIS. WSIM. OR. KM,
DUNE alia Tim Butd. 1*03 S E. Finr Si.
Evansville. IN 477]|, <6i3l *35-3663.
Ftf opponent's wanted for FP. SL, PB, PL. AIW
araJ other games AtvJ war'll (hadufii phffl H EU-
at Fb Steve McNeil, 2013 Shu* Avenue,
Grisrom A.F.B., EN 46971. EM 7? M9-7363.
Mature oppiineiur wanted for FF. UF. Ft. VG i
Civil War, GSL. and others. Ftf only. David R.
Ericksoa, 4010 Lakeside 1 Marne, fowa Cily, EA
52240, (33ff| 337-75B3_
Pbm opponent! wanted For AX, CH, TRC. BL,
WAT Aim anyone ew Were fnt pMn Guadal¬
canal? AREA raurg uppliod for. All letters
aniwrrod Stephen Oliver. 177 Mteli Sired.
ThunftaHoe. ME 0**61 ■
TTra Balljrrvrrt; C«Jtid Gamer* OMh I* mre r^n
for membership. Contact Larry Bertel, Jr.,
7641-2139 or John Bm-eiJe W-9166.
Despe™4iy reeltiiig opponenls for Victory
Games' Civil WariaBahimore'.AnnapolisarEa
Jamen Shumcs, .7 ICC Abdl Ave . BalUnrtfe. MD
21215, 1501) *39 326*.
Do you enjoy ftf DIP. TT. Cl V. RB? *mt l«
free sample of Polite sir, monthly nrwsletler of
WitliingJIWi Aiea Rehhue el I.TaciUy J Highly
Oeganued Gamesters Ken Feel, *706 Flfit
Ave., JT-2. Silver Spring, MD 20910. fXHJ
W5-Z7W.___
Adult gamer seeks pheii opponem* Efpeeially
mieresled in SL & COE. Have sy item if you
dwi’t. Willalt6play BB d l. TRC and AK Don
Thaiclwf. 167 Opal An , weiunthsict. MD
21137, flOl) 876-7762.
Opponents wanted in the Newer*. Heaih, Ohio
area Pbrn or ftf. Elaled preferred but rut neces
nr} Own many AH fames. Michael E. Brown.
13fl Haeken Ave., S AoteMre. MA 0270(5.
16171 399-7332.
23-yur ntd gamer wuhes ftOpbrn raied}non-rated
play in many gamei Effmcially 3R, TRC, SL
and Gl Will play and learn many game*, AIL
Letters answered. Todd Bredy, 16191 Thcttnin.
Alfen Park, ME 4SL01,928^8223.
Adult novice wargamer seeks ftf opponee* avail ■
abk Sundayi VG' > Parucr Command and The
Civil War Michael FirTH«w, 743 RodernCh.
BfigMcn. Ml 48116, Ql3) 994-1855.
Flm cjTKioent warned for AAOC, Cvpem vayiayir
fOtffUUL. Vp|. LB. N6. 3|. I have phm jy*-
tem. Write even if you don't own ihe vaHahi
Jeremy Xuluhec* 5334 Par* Ave.. S ,
Mfoftttpe-ni. MN 55417. f612) BS2-7607.
Two AREA riled garnet of 3R warned. Switch
bdtl 2lid game. Have syslem for pbm. Harold
McF*erwe. 4 Wood Daki Omt. 5l Prttn, MG
63376, 1314) 283-ilOd. _
A dull gamer wilt phm or ftf, W*F, PL or DIP
I'm a ntyvke bul play lennuily Fit Lewi*, 236
Oa* Fau Cl., St. Leui'. MD 63011, *3141
394,9353._
Jereey Wergaiticti hfoct lirei and Ihird Frida) i.
first and third Sundays each morwh, For info.
Days Bob Wielgu* 1717,1 992-5135. Evemogs
Bob Hahn. $96 B TOO knife Place. Cranford. NJ
07QI6. <H>U S76-3J.5S_
AREA adull seek* pbrh AK, FB, SL, STALand
WAT Mtchael Uwm, 3(B-41|Ji Slroci. Unxm
City, NJ 07087, f20l] 867,7261_
Eapenenced sdu.i gamer teek* fif oppunrhll for
maal Avalon Hill wrargamrs Dm Csjletoei, 1
Madeion FI . Albany. NY 127CJ. 449-3271
AREA 1200 (provj rated seeks Russian pbm
apponew for Campaign game ef TRC, Am nrw
lo pbm system Pteane send initial set up. F rank
Rlk] igor-. 133 So. Main Ave.. Albuty, NY
12208. _
Msaufe Ift-yr+T I*d AREA gamer leeking ftf
apponenn far SI. seritf. JR 46d MR Need nut
be AREA. WillCDDiiderpbm. Marc Fg 474 rilii.
5 Alhwoud Drive. Blurc.i. NY 10913. r9l4i
53943M __
Adult fttki fmgndJy commuted pbm TRC. VC's
NATO, SST; other ncle- at 10 eonildertsl. SCtAl
C. Rogan. I3L4-46 Smilhacwn Ave , Bohemia,
NY 11716_
Verified A REA hutkt seeks same for pbm PL,
CGI. Will m up to I CD mile*, wth answer all
responses promptly Kevin W Rauusff, 712 W
Wmtr. Elmira, NY 14905_
AduJl garnet seeks ftf in VFTP, SL. SOA. fit AL.
Will fry FT, AOC.CAE, CIV P, J. O'Neill. X
Suniei Tiff., Highland Midi, NY 10930,19141
921-9134._
AIW. DD. DIP. TRC, SL, 3R. 22-yrold gamer
leeki ftf player Ia|ij> kJCk Tftnui Cajifoll, 730
Belmcrc Ave.. Eilip Ten ace, NY 11752
Ntwice 12-year OM *«** FF opponent with
iMTular age and skill m the New Rochelle area
Thoma* Baiter. 28S CliYItoil A-C . New
Rochelle. NY iWl, c9i4f 632-2702_
L need cpponenls fee AF, SL letlci. HW. JR.
TLD. FE. TB. UF »»d many oahert t live in
Nuremberg area PFC Tcdd Sipe, 69th Cml Co..
A.P.O.. SY, NY 09068. _
Adult gamer AREA I 300 seeks pbm cpponenLi
fDT STAL, DD. BB'81. BB'66. AK and WAT
Gilbcri L Budd. Wf Fen Creek £*.. WetMzer,
N¥ 14580, {716)671.7069,
Adult f21 + f fif opponents warned by four adult
gamers 473-34* AK, IIS, CL, DD. MD, NW,
F6, FL. Rw, SL. STAL. vnfpand was, Ron
Diete, IJ1J Concord Asp., S.W., Crew, OH
44710, (216] 455.7914 __
Squad leaders aitentiofl' NW play St. ihru Gl
m 1:72 Kale immature*. Over 200 AFV*.
Enendiy game* beginner* no GENEK4L* Bill
Owen, 4903 NW. Smith, Lawton, OK 73505,
(403) 357-0531, ___
Former active member of old Guard wiihea to
rrtilrn lb fohl. Dealt* STAL, pbm opponcls.
Former AREA Rating being verified Either *rfe,
AREA or do* Rick Moyer, 1805 Eckard Ave..
AbWlgteai. PA 19001. _
Adult novice gamer want! opponents for 3R,
TRC, BIS. DIP and SUB Lee A Kcndccr. Jr.,
264 Spruce Cl,. Uentaiem. FA I9P20. iZIJr
245.1679._
The Fjnperor wiihea to ft( anyone in NAfl. SON.
W Jtp or aoy other Napoleonic game. Tom Se,
mun. 4jo B«i|i Ave . puttbutth, FA 1321L,
{4121481.5357.__
Adult nowiee. 27. seek* pbnvfir 8L. FB. BR.
LRT, UF. CHESS, DIF Willing to team new
ones Roland Mom,*. 200 E Schuylkill Rd , «
G-5- Fawowrt. FA I94&4_
ScTiout adult wargamen wuiledin Slate College
Ceenre County regton (et ftf play of mun AH
gjarnm MikeBropby,9|4UntvetsiiyDr,.Seme
College, PA 16803, f814? 2 38 5259._
Twelve.year old wl< pbm gune for TRC. Fbm
only Robert CroasdaJc. 315 Bench SLreel.
M&rtiH9wn. TN 37115. tftl3i 5fe3737
Fbm POG. TLD. 6Ui Fid. NATO. Vwanaan,
Gulf Sirik*, FE, BR, GOA. PK, Ail, AOC
Duane Calc*, Coach Apts., Apt 2L, 621 River.
*ufe. Humavilfe. TK T754Q_
Reliable adult seeks non-riled pbm fur Bi'SI
With adull gamer Ricard» CrVaan, 19IS Edge-
wocd. Tylcr. TX 75701, gMi 5934706
Opptmcnte warned: VA-'DC area for, fif of SL,
SOA, hk, FF, DD. SUB. 1 funutfi te*,fre.r*h
Rolfe L. Hillman Dl. Api 106, Adarru Houie,
2fH6 Nunb Adihi* Stree*. Arimfioh. VA ^;lii ,
524.5231 (Home), 321-2910 rCrfficel.
16-year old gnod player seeks ^ipponeiM* 10 play
FP, SL, COL COD. Gl, WSIM in Chariutiiville
area. John Holloway. Re. 664. B«k 147.
Earlysville, VA 22936, [80*h 973-1222
Ekpcemnced gamer vfeki fif for FE, AIW. NAB.
TRC wd otherf. 24-years old Ate* Medeito*.
11714 237th Are.. Cl. E, Benney Lake, WA
98321. 897-8234.__
Phm opponents for W.. PB non .rued preferred.
Dave Fauncc. 64-A Sullivan PI Bremerton, WA
Mjjj, UiKii 377-2334__
.Adult ml! fif oppeocnti for SL. COE. COD,
Tft, FF, Gl, SWIM, SO* many other* A J
Burton HS h , irsCG Support Center, 1519
Alaska* Wj> 5 Mcdn'al. ScaHlr. Wry gsiJ4
Lpaking for gamer* ftf all garnet In AllisiorW
Bawl area Flrefe call or *wt Guy Blemihg*.
aa General Driivcry, Evcren, Gnu no, CanmU
LOM E5Q; |703l 435-3 H»._
Gpponems warned for mulu-pteycr pbm TLD.
Will tend info bo all interested. Alia fif TLD,
FT. AF. TRC and SL Stere Ffotrewaki. 22
Munej Are-. Kitchener. OST Canada N2H
1X2. (519) 742-5335.
COLLECTOR'S CORNER
Luge ceJIectio" of waagame* for lale AK. AL,
KM. MA, RW, TRC. Send SAS1. Ptril Coored.
527 I4(h Street. Mrehuiu B*Kh. CA 90266,
nm 545-1974_
For Sate, imnc CE SS. 1914, Guadalcanal, oui-
of-print wargamei and mag u ire i includipg
CEWEfULi Send SI 00 ''refundableI and SA8E
fof multi-page In* to: W*|ly William^ St . 6H
SB Ju Ave.. Gainesville, FL 32601, |9C4)
373-3176._
Fee Sale many AH games. All gune* in good
Id racellenl condiltnn Send 5AS E or caJI after
S F M TtMtek*. Alan Pieman. 7*0 Sama Fe.
Onnood Beach, FL 32074, f904j 677-66IT
Atsaio‘69 eaceJlem SI 9; I *4 ' Waterloo eaceHem
812; Mini Mr PmidcM. 839. SASE get*
luarmort TuTKuhy J stidJOH. 4S Coum»y
Manor, Oriand Park, IL 60462, (31 Zj 161,2999.
For Sale. 3®-r games, books, and tnagume*
Many oul-cfpnnl Alf and coHecfor'i items
Send large SASE for lirt. Guutgc McHugh. 7313
Flower Avenue Tatofm park, MD IWl 2.(3011
im2ftS6.__
For Sale a* Tr*de Urge wargwae eolieencfl
Licit of. prim AH title* and collertor's iiem*
Some dcvet played. Send SASE for 11*1. Steve
Amid**. >0t Leeuw fl , Hamnwrewi, HI OjOBT;
For Salt Old GE'iEJtAU. e-UkaiorT item* and
Avalon HlIL game*. Long list of iiema available.
Send SASE for lift. Mike Stephen*. 2 Deunond
Rite,. Sield^.llfe,_W.MMLl _
For Sale or Trad*. 1914 gam* Id very givid Hfi-
d*PWI. MQ Hopper. *916 Cauleeon Dr.. Fair-
fieht, OH 45014, 15 3 31 B67-KB74_
L*4ving lk)hby, terej SASE for hit of AH
product*, low price* Michael Eckhul, RD 1.
Bo* 269. Grrmjni-.il Ic. FA 18053, r2lij
767-1759._
Fe* Sale large col Icalhon Avalon Hill game* and
magvJiftfci. many out-of-pnm Good ro excel lent
rend limn rrosi ucplayed. AJt mutt go al once
Srrfowi often only Minluel MarthaJL 350
Rryim Rd., Ape D-27, Spanantaurg, SC 29303,
(8Q3j 591-0472. __
Selling many TAHGC game*, moreou* of>pnm
Send SASE for price* KJiai Tatfema, 3000
Mary Lane. DietfoMwi. TX 77559, f7i3l
HT-AMa,_
Very large Hit Of uul -ol-prirt war, m-fi arid
faimaiy game* for ftte. SASE Ron D<R««.
1536 Hilitead Ave., Norfolk. VA 21502
Amoficre Gawn mre> game* fi>c **)e at
Canadtan price*. All mini condition. Send for
Lid Stephen I Zirum. 207 Bernard Drive.
N.W .Calgary, Afl. CANADA T3K2B6. |403)
2754W11. _
for Sale. GLAD, old GE-VCRdla rod mere
Send 5 L .CO for postage Very large catalog of
gune* M Bam, P O Bo* 619. SmC. Townw,
GNT MAJ 3R9._
l^rge eblfeeixte of grew for tate Irehrie* lore
of ouiof-prini AH rruaenal Write for a free copy
of my Latest list Antfrew Webber. P □. Bon 98.
Suuoa ”D". Totmilo, Ddutho, Canada M6F
3J5. (416j 7674425
The "Opponents Wanted" adv^r*
tisements on this page are intended
OS it service to the readership of this
periodical This service wi'tt continue
SO tong as certain editorial policies
are adhered to strictly. The editors of
The GENERAL reserve fhc right to
excise any part of or an dntt'n? adver¬
tisement should these not be followed.
Want-ads will he accepted only
when pntiled on the appropriate form
or a reasonable focsimtSe. Such must
be accompanied by the appropriate
fee . This may joke the form Of uftrarre
Celled US passage I note that foreign
postage is not acceptable, ,V(> refunds
of this fee will be made, even should
(he ad not be printed due to failure
to conform to our policies.
Please print or type fhe ad copy, if
the ad is not legible, it wilt not be
printed, loo, no ad dealing with
products of Other manufacturers will
be printed and my mention of such
will be excised. Ads are accepted for
a single priming only. Should the
reader desire that a specific ad enjoy
a multiple printing , a separate num¬
ber of copies equal to the number of
times the ad is to be run must be
submitted—although only one total
payment need be included to cowr the
printings ,
All material in The GENERAL ts
protected by copyright and reproduc¬
tion with intent to sell for strictly for¬
bidden . Advertisers may sell photo¬
copies of particular articles from
SOLO OUT bock issues NO LATER
in stock (for a listing of those issues
Still in Stock, consult the back issue
Section at the bottom of this page*,
provided that they charge no more for
this service (ban their own expenses .
Anyone offering such copies for U
profit or distributing copies of back
tstars still available will be in viola¬
tion of fftp copyright fit Hr'J of the
United States.
Finally, due to the pressure of var¬
ious deadlines, often advertisements
submitted weeks before an issue ap¬
pears will not be printed in that is¬
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printed in the immediately following
issue. Please da not specify a partic¬
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GENERAL BACK ISSUES
Only the following GENERAL back issues arc siill available. Price is £3.QQ pet issue plus IDS postage
anal handling; charges QQ% E0 Canada, 30 % overseas). Maryland residents please add 5% slate sales
tax, GEA r E7i>tiL postage coupons may nol be used for this or other non-game orders. Due 10 ihe low quan¬
tities of some back issues we fcquesi ihai you specify alienate selections should your first choice be
unavailable Below is a listing of each issue by subject matter: game abbreviations, are italicized and found
in ihe Opponents Wanted ad insert in this issue and article lypes are identified as follows: H—Historical
Background, DN—Designer’s Notes, V—Variant, 5ft—Series Replay (sample game), S—Strategy,
Q—Questions, ft—PBM (postal) system, Sc-5cenarios. A—Analysis. The Largest (feature) articles are
always the first orves listed in each issue. Those issue numbers printed in red indicate one color reprints
□f previously out-of-prim issues.
140: AlW—H . DN, S. Q; TRC— S; 3R~ S; STAL- SR: IVdS-V; PB-Sc
14-3 1 SL-H, A. DN, Q; WSA1M-A, TRC—S, MD-S, SST-S. 3R -S
16-1: .42—Sc, S, DNl JR— S; NP-5; PS-5Ri 7 770—5; DfP-S
lb-2: BIS- A. Sc. H, DN. Q, RB-SK, AJC-S; 1776-5. WS&IM-S
16-4: MR- A, V, DN, Ql CO/-S; 7PC-SR
16- 5: TRC —Si SUB-Hc: SST-S: WAS— 5: PB-\; RB-V; NAP-S, COD-Q
164: DUNE—A; DtP-V. OS-V: AZ— DN, Sc, SR: PB-A, ftBM
17- 1: l+'tfiP-A, DN, V, Q; 3R- S; COI-S ; MD^V; COD—A. AJtt-V; LW'-S: IftAS-SR
17-3: Jtt-S: COD-S. Q: AF- A, DN: TRC—V; VT7T-V- COT -SR
17-4: FE-S. P. DN, V; MD-V, Q; CQ/-5R; VITP— S: /776-Sc: WO-A. SST-V- NAP -S
17-5: CAf-S, V, Q; Kl^-V; SL-V, STAL-V, PL-S; 3R- S. SR; CAP-V; Of-S MR-S
17- 4; STAt-S; WSA1M-V. Sc; IE4S-V; JP-SR; SL- S; TLD—Q; CL— S; EJ7P-S; TTiC-S
18- 1: FfTW- A, Q; BIS-S: SL—S; DUNE— V; DIP— S; ^A-A; PB- SR; AL— S; W'dP-S
18-2: AF —A r Sc. Q; AK—V, JR- DN: TB-V\ SL- S, Sc; AfW-V, K/7P-S; DIP- S; DD-S
18-32 GOA— S, DN. V, Q; AOC—V. Sc; Atf—S; ft/TT-V; 5L-S, Sc; WS&M-S ft, P; DIPS
18-4: CTL-H. V, A, Q; 5L-Sc, A: Lit'—V; ifiP-SR; AOC-S. P; FES. PP4S-S; AK-S
10-5; JR- S, A, v, DN, Q; SL—S, A, Sc; 7PC-V; TB-V, RW-V ; CD- A; DUNE —V
18- 6: PT—A, Sc, V, DN; VITP— V, Q; MD— S, Q; SOW-A. Q; SUBSc. BL—V
19- 1: SOA-A, V, DN, SR, Q; TLD—A, Q; SRS , Q: DHTj^-DN; TO-A
19-2: flff-H. Sc. S, DN; TLD—A, Q; SL—\: JR- S; JOA-SR
19-3: GSL —A, Sc, V, SR, Q; DIP-A: RW- Sc; C£-V; 1776Sc. LRT-\. Q, SL -A
19-4: CD—A. V, DN; CW-V; DTP-A; GL-V, AL—V; 77?-Sc; It'd—Sc; 5iA; SRS, Q
19-5; SON—A, 5. H, Q; HAP-S. Q; DIP— A ; lfA7-V; WS&IM-Sc; SL— A
19- 6: ftTTP—PBM, SR; JP—V,Q; DIP—A: FT— V; BfS— V; NW- A; SL —A, Sc; SOS-V, Sc
20- 1: Gl— S, A. DN, V, Q; VITPSR
20-2: TT—A, DN. S, Q; MR-V, LRH—A: SL-Sc; W&P-V ; GOAS, Q; DTP-A; PL-V
26-3; Pft££J-S. V, Sc, Q; PP-A; 1776- Sc; DltTtf—S, V, Q; DIP- A; COW-V. S
20-4: FUGS, A, 0; SST—ftBM, V; AW—A. DUNE— PBM; DTP-A; SL—DN, A, Q; BL— S; KM-V
20-5: 21ft—SR, S. H. Q; LPT—S; DIP- A; GSLSc; GE- A; PESETA/—Sc; SON-Q
20- 6: fl /7-A, V. SR. Q; AF— V; LW^-S; DL-S; PC-S; DfP-A: MD— S; M-SR; OOA-Sc; SL
-A; PL-Q
21- 1: CP-S, A, SR. DN, Q; SOAS, Gl—H. S, 77JC-S; DD-S
21-2: NAB- DN; H'iP-S. A, Q: NAP- S, Q; DTP—A; FT?—S; FE— S; SR— S; BFIS, 1776
—S; SL-A
21-3: PP-S, SR, Q; 3ft-S; SL-A, H; SOJN— V; DTP—A; PftfD-S; PF-S, Q; SST-S; TLD
—S; PL-Sc; T776-Q; SOA-Q
21-4: PGG—5, SR; PB— A: SR— S; TECS, V. Q; DTP-A; STAL-V, S . SL—Sc; Pft-Q
21-5: MW— S + V. A; Mft-S, Q; Oft-A; DTP-A; Jfl— A; RB-S , CON-V; Cfft-5; SL-A
21- 6: PP-H, V, SR; AlWS. Sc; BL-V■ TAC-V , Q; ST^A; PA-Q
22- 1: PdA-A, Si Q; TB—A, V; DIVLK—DN; JR-V; GSL— PBM; DTP-A; AOC-S; »MS-S, Q; AK-
V; CIV— S; Jft—S, Q
The GENERAL
BANZAI $12,00
Tactical Warfare in the Southwest
Pacific, 1941-45
INSTRUCTIONS:
Rate each category by placing a number
ranging from t through 9 in the appropriate
space to the right (1 equating '"excellent":
5, "average": 9, "terrible"!. EXCEPTION:
Rate items 7a and 7b in terms of minutes
necessary to play the game, in ten-minute
increments. I Exam pie: If you've found it
takes two and a half hours to play the basic
scenario of FRANCE 1940, enter "1 5" for
category 7a,) For on explanation of the
categories, refer to the AH Philosophy of
Vol. 19„ No. 4, Sub-categories are indicated
by italics. Enter ratings only for those
categories relevant to the game in question.
Note that AH's ratings for Complexity and
Year of Publishing have been provided; do
not rate these categories.
1. Overall Value __
2. Components __
2a. Mgpboard _____
2 b, Court fers _
2q, Player's Aids
3. Complexity ^
3b. Complexity _
4. Completeness of Rules
5. Playability __
5s, Excitement Level __
5b. P/ay Balance __
6. Authenticity __
7. Game Length _
7 b. Basic/Shortas t _
7 b. A dvanced/L onges t
0. Year of Publication
1984
WHAT HAVE YOU BEEN
PLAYING?
Top ten lists are seemingly always in vogue these days. Whether the
subject is books on the Best Seller List, television's Nielsen ratings, or
even games, the public never seems to tire of seeing how their individual
favorites stack up numerically against the competition. Our preoccupa¬
tion with this national pastime is almost akin to rooting the home team
on to victory every Sunday. So to further cater to your whims (and to
satisfy our own curiosity) we unveil The GENERAL 's version of the gamer's
TOP TEN.
We won't ask you to objectively rate any game. That sort of thing is
already done in these pages and elsewhere. Instead, we ask that you merely
list the three (or less) games which you've spent the most time with since
you received your last issue of The GENERAL, With this we can generate
a consensus list of what's being bought. The degree of correlation between
the Best Selling Lists and the Most Played List should prove interesting.
Feel free to list any game regardless of manufacturer. There will be a
built-in bias to the survey because you all play our games to some extent
but it should be no more prevalent than similar projects undertaken by
other magazines with a special interest-based circulation. The amount to
which this bias affects the final outcome will be left to the individual's
discretion.
The games Fve spent the most time playing during the past two months
are:
L
2 .
3 .
Opponent Wanted 50C
1. Want-ads will be accepted only when printed on this form or a facsimile and must be accompanied
by a 50c token fee. No refunds Payment may be made in uncanccllcd U.5 postage stamps.
2. For Sale, Trade, or Wanted To Buy ads will be accepted only when dealing with collector's iienvs
i The Avalon Hill Game Company's out of print games l and are accompanied by a $1.00 token fee.
No refund*.
3. Insert copy on lines provided {25 words maximum) and prim name, address, and phone number on
the appropriate tines.
4. Please PRFNT. If your ad is illegible, it will not be primed.
5. So that as many ads as possible can be primed within our limited space, we request that you use
official stale and game abb re vial ions. Don't list your entire collection, list only those you are most
interested in locating opponents for,
Afrika Korps—AK. Air Force—AF. Alexander—At. Alpha Omega—AO, Amobea Wars—AW.
Anzio—AZ. Arab-Israeli Wars—AlW, Assault On Crete—AOC, Bismarck—BIS. Blitzkreig—BL.
Bailie Of The Bulge—BB. Bull Run BR. Caesar Alesia—CAE, Caesar's Legions—CL,
ChancellorsviEle—CH, Circus Maximus—CM. Civilization—CIV. Conquistador—CON.
Cross Of iron—COL Crescendo Of Doom—COD, Dauntless—DL, D-Day—DD. Diplomacy—DIP.
Down With The King— DWTK. Dragonhunt—DH. Firepower—FP. Flat Top—FT, Fortress
Europa— FE. France 40—FR, Frederick Lhe Great—FRED. Freedom in the Galaxy—FtTG,
Fury In The West—FtTW, Gettysburg—GE, G.I.: Anvil of Victory—Gl, Gladiator—GL,
Guns Of August—GOA, Gunslinger—GSL, Hiller's War—HW. Jutland— JU, Kingmaker— KM,
Legend of Robin Hood—LRH, The Longest Day—TLD, Little Round Top—LRT, Luftwaffe—LW,
Macbiavelli—MA. Magic Realm—MR. Midway—MD. Napoleon—NP, Napoleon at Bay-NAB,
Naval War—NW, Origins—OR. Outdoor Survival—0$, PanzerArmee Afrika—PAA,
PanzerWitz—PB, PanzerGmppe Guderian—PGG. Panzerkrieg—PK, Panzer Leader—FL, Rail Baron— RB,
Richthofen's War—RW, The Russian Campaign—TRC. Squad Leader—SL. Stalingrad—STAL.
Starship Troopers—SST. Storm Over Arnhem—SOA, Struggle of Nations—SON, Submarine—SUB.
Tactics Jl—TAC. Third Reich— ^R. Titan—TT. Tobruk— TB, Trireme—TR. Up Front—UF, Victory
In The Pacific—VJTP, War and Peace—W&P. War At Sea—WAS, Waterloo—WAT, Wizard's
Quest—WQ. Wooden Ships & Iron Mcn-WSJM
CONTEST #126
To enter, please list the target, type and number of aircraft, and altitude
from which they are attacking. Winners will be those who allocate their
aircraft attacks in such a manner as to guarantee the greatest point total
for the Japanese.
Target Attacking Aircraft Altitude
NAME_ PHONE .
ADDRESS_
CITY_STATE_ZIP.
biur i, ii iRulP frmn 1 In HI. «ilti t njuulin^ rurllrnl. 111 faulting ttmblri
| \ VrttrlT'.
I
V ____
\mnovs___
on _ dOf /if
The GENERAL
For over twenty years, the AH GENERAL has set the standard for magazines devoted to the challenging hobby of wargaming. And the oldest
professional wargaming magazine is still the best value for the wargamer’s dollar with the least expensive subscription rate to be found in the
hobby. Every bi-monthly issue is packed with articles on the strategy, tactics and variations of AH games. Written by the AH staff and by fellow
hobbyists who are enthusiastic experts on the games, the articles are usually thought-provoking, occasionally controversial, and always enjoyable.
Graced with the best of graphics, each 48-page issue is full-color and blessed with numerous maps and charts to highlight the information the
authors present.
Judging by responses to regular surveys of the readership—conducted in a continuous effort to bring them what they want—the many “extras"
found within the pages of The GENERAL are as important as the articles. For the past year. Vie Victory Insider has brought our readers similar
high-quality and informative articles on the products of Victory Games as a bonus insert. Many issues have Series Replays, movc-by-move re¬
creations of one of AH's games by expert players with neutral commentary on their efforts by the designer or developer. New product announce¬
ments, game strategy contests, historical background pieces, discount coupons, information on conventions and other doings within the wargam¬
ing hobby world—all are found in these pages; and all have but one intention: to increase the pleasure for those who play AH's fine line of games.
So, if you know of someone who hopes to make wargaming a hobby that they will enjoy for the rest of their life—all the challenge and color
of the fascinating hobby of wargaming—you can't go wrong by giving them a subscription of The GENERAL. Even if that person happens
to be yourself! And you can't beat the price: a two-year subscription represents a 50% saving over the newsstand cover price. (Ah * . . but if
you are not quite convinced that this is for you, try ordering a sample issue—only $3,00, We're sure that one look is all you'll need to understand
the pride we take in The GENERAL, individual copies may be ordered direct from The Avalon Hill Game Company at the address below.)
FREE GAMES FOR LIFE
To express our thanks to our subscribers. The Avalon Hill Game Company is sponsoring a "GENERAL Subscriber's Sweepstakes". By enter¬
ing a two-year subeription for yourself or another, those reading this ad are entitled to fill out the form below (enclose it with your subscription
payment). This places your/their name in the drawing for prizes guaranteed to excite any wargamer. The Grand Prize winner will be sent—free
for the rest of his life-—a copy of every new AH game published! Second prize will be a free life-time extension to the current GENERAL subscrip¬
tion; third prize will be a free copy of every game published by AH during 1986, The drawing will be held at ORIGINS '86 in Los Angeles
at a time and place to be announced in the convention program.
OK, I'm convinced. Please enter a two-year subscription to The
GENERAL in the following name:
Name:_____„
Mailing Address ____
City/State/Zip: _
Count r y:___
□ New Subscription □ Renewal
Please Indicate Method of Payment ($18.00):
D Check □ Money Order □ Charge
□ American Express □ MasterCard □ Visa □ Choice
ACCOUNT NUMBER
INTER BANK #: ___ EXP. DATE:____
Signature: _ - __
(Please note that US subscriptions are Postage Free. Canadian and
Mexican subscribers must add SI8.00 to the above price; overseas sub¬
scribers must add $24,00. Thank you.)
SWEEPSTAKES
YES, I would like to have a chance at a lifetime of wargaming
pleasure. The two-year subscription to The GENERAL proves that I
am a serious student of military simulations. Please enter my name
in The Avalon Hill Game Company's "GENERAL Subscribers'
Sweepstakes" drawing at ORIGINS '86 and notify me if I should win.
Name:_____
Mailing Address: _
City/State/Zip:_
Phone:____
In the event of my winning one of the top three prizes in this sweep-
stakes, I give permission for The Avalon Hill Game Company to use
my name in any and all press releases and advertising relating to this
promotion.
Signature:_
(This form will be invalid if submitted after June 198ft. The Avalon Hil] Game Company further
reserves the right in reject any entry without prejudice. This drawing is not open to the employees
or staff of The Avalon Hill Game Company nor of Victory Games. Inc-j
Please send Subscription Forms and payment to
The Avalon Hill Game Company,
4517 Harford Road, Baltimore, Maryland 21214.